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1page.title=Multiple APK Support
2
3@jd:body
4
5<div id="qv-wrapper">
6<div id="qv">
7
8  <h2>Quickview</h2>
9  <ul>
10    <li>Simultaneously publish different APKs for different
11device configurations</li>
12    <li>Different APKs are distributed to different devices based on filters declared in the
13manifest file</li>
14    <li>You should publish multiple APKs only when it's not possible or reasonable to
15support all desired devices with a single APK</li>
16  </ul>
17
18  <h2>In this document</h2>
19<ol>
20  <li><a href="#Concepts">Publishing Concepts</a>
21    <ol>
22      <li><a href="#Active">Active APKs</a></li>
23      <li><a href="#SimpleAndAdvanced">Simple mode and advanced mode</a></li>
24    </ol>
25  </li>
26  <li><a href="#HowItWorks">How Multiple APKs Work</a>
27    <ol>
28      <li><a href="#SupportedFilters">Supported filters</a></li>
29      <li><a href="#Rules">Rules for multiple APKs</a></li>
30    </ol>
31  </li>
32  <li><a href="#CreatingApks">Creating Multiple APKs</a>
33    <ol>
34      <li><a href="#VersionCodes">Assigning version codes</a></li>
35    </ol>
36  </li>
37  <li><a href="#SingleAPK">Using a Single APK Instead</a>
38    <ol>
39      <li><a href="#TextureOptions">Supporting multiple GL textures</a></li>
40      <li><a href="#ScreenOptions">Supporting multiple screens</a></li>
41      <li><a href="#ApiLevelOptions">Supporting multiple API levels</a></li>
42    </ol>
43  </li>
44</ol>
45
46  <h2>See also</h2>
47<ol>
48  <li><a href="{@docRoot}guide/google/play/filters.html">Filters on Google Play</a></li>
49  <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a></li>
50  <li><a href="{@docRoot}tools/extras/support-library.html">Compatibility
51Package</a></li>
52  <li><a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#ApiLevels">Android API Levels</a></li>
53</ol>
54
55</div>
56</div>
57
58<p>Multiple APK support is a feature on Google Play that allows you to publish different APKs
59for your application that are each targeted to different device configurations. Each APK is a
60complete and independent version of your application, but they share the same application listing on
61Google Play and must share the same package name and be signed with the same release key. This
62feature is useful for cases in which your application cannot reach all desired devices with a single
63APK.</p>
64
65<p>Android-powered devices may differ in several ways and it's important
66to the success of your application that you make it available to as many devices as possible.
67Android applications usually run on most compatible devices with a single APK, by supplying
68alternative resources for different configurations (for example, different layouts for different
69screen sizes) and the Android system selects the appropriate resources for the device at runtime. In
70a few cases, however, a single APK is unable to support all device configurations, because
71alternative resources make the APK file too big (greater than 50MB) or other technical challenges
72prevent a single APK from working on all devices.</p>
73
74<p>Although <strong>we encourage you to develop and publish a single APK</strong> that supports as
75many device configurations as possible, doing so is sometimes not possible. To help
76you publish your application for as many devices as possible, Google Play allows you to
77publish multiple APKs under the same application listing. Google Play then supplies each APK to
78the appropriate devices based on configuration support you've declared in the manifest file of each
79APK.</p>
80
81<p>By publishing your application with multiple APKs, you can:</p>
82
83<ul>
84  <li>Support different OpenGL texture compression formats with each APK.</li>
85  <li>Support different screen configurations with each APK.</li>
86  <li>Support different platform versions with each APK.</li>
87</ul>
88
89<p>Currently, these are the only device characteristics that Google Play supports for publishing
90multiple APKs as the same application.</p>
91
92<p class="note"><strong>Note:</strong> You should generally use multiple APKs to support
93different device configurations <strong>only when your APK is too large</strong> (greater than
9450MB). Using a single APK to support different configurations is always the best practice,
95because it makes the path for application updates simple and clear for users (and also makes
96your life simpler by avoiding development and publishing complexity). Read the section below about
97<a href="#SingleAPK">Using a Single APK Instead</a> to
98consider your options before publishing multiple APKs.</p>
99
100
101<h2 id="Concepts">Publishing Concepts</h2>
102
103<p>Before you start publishing multiple APKs on Google Play, you must understand a few
104concepts regarding how the Google Play publisher site works.</p>
105
106<h3 id="Active">Active APKs</h3>
107
108<div class="sidebox-wrapper">
109<div class="sidebox">
110  <h4>The difference between "Publish" and "Save"</h4>
111  <p>When editing your application, there are two buttons on the top-right side of the page. The
112first button is either <strong>Publish</strong> or <strong>Unpublish</strong> and the second
113button is always <strong>Save</strong> (but its behavior changes).</p>
114  <p>When your application is new or you have unpublished it from Google Play, the first
115button says <strong>Publish</strong>. Clicking it will publish any APKs listed as
116Active, making them available on Google Play. Also while your application is new
117or unpublished, clicking <strong>Save</strong> will save any changes you've made, such
118as information added to the Product details and APKs you've uploaded, but nothing is made visible on
119Google Play&mdash;this allows you to save your changes and sign out of the publisher site before
120deciding to publish.</p>
121 <p>Once you've published your application, the first button changes to
122<strong>Unpublish</strong>. Clicking it in this state unpublishes your application so that none
123of the APKs are available on Google Play. Also while published, the behavior of the
124<strong>Save</strong> button is different. In this state, clicking <strong>Save</strong> not
125only saves all your changes, but also publishes them to Google Play. For example, if you've
126already published your application and then make changes to your product details or activate new
127APKs, clicking <strong>Save</strong> makes all those changes live on Google Play.</p>
128</div>
129</div>
130
131
132<p>Before you can publish your application (whether publishing one or multiple APKs), you
133must "activate" your APK(s) from the <strong>APK files</strong> tab. When you activate an APK, it
134moves into the list of <em>Active</em> APKs. This list allows you to preview which APK(s)
135you're about to publish.</p>
136
137<p>If there are no errors, any "active" APK will be published to
138Google Play when you click the <strong>Publish</strong> button (if the application is
139unpublished) or when you click the <strong>Save</strong> button (if the application is
140already published).</p>
141
142
143<h3 id="SimpleAndAdvanced">Simple mode and advanced mode</h3>
144
145<p>The Google Play publisher site provides two modes for managing the APKs associated with
146your application: <em>simple mode</em> and <em>advanced mode</em>. You can switch between these by
147clicking the
148link at the top-right corner of the <strong>APK files</strong> tab.</p>
149
150<p>Simple mode is the traditional way to publish an application, using one APK at a time. In
151simple mode, only one APK can be activated at a time. If you upload a new APK to update
152the application, clicking "Activate" on the new APK deactivates the currently
153active APK (you must then click <strong>Save</strong> to publish the new APK).</p>
154
155<p>Advanced mode allows you to activate and publish multiple APKs that are each designed for a
156specific set of device configurations. However, there are several rules based on the manifest
157declarations in each APK that determine whether you're allowed to activate each APK along with
158others. When you activate an APK and it violates one of the rules, you will receive an error or
159warning message. If it's an error, you cannot publish until you resolve the problem; if it's a
160warning, you can publish the activated APKs, but there might be unintended consequences as to
161whether your application is available for different devices. These rules are discussed more
162below.</p>
163
164
165<h2 id="HowItWorks">How Multiple APKs Work</h2>
166
167<p>The concept for using multiple APKs on Google Play is that you have just one entry in
168Google Play for your application, but different devices might download a different APK. This
169means that:</p>
170
171<ul>
172  <li>You maintain only one set of product details (app description, icons, screenshots, etc.).
173This also means you <em>cannot</em> charge a different price for different APKs.</li>
174  <li>All users see only one version of your application on Google Play, so they are not
175confused by different versions you may have published that are "for tablets" or
176"for phones."</li>
177  <li>All user reviews are applied to the same application listing, even though users on different
178devices may have different APKs.</li>
179  <li>If you publish different APKs for different versions of Android (for different API levels),
180then when a user's device receives a system update that qualifies them for a different APK you've
181published, Google Play updates the user's application to the APK designed for the higher version
182of Android. Any system data associated with the application is retained (the same as with normal
183application updates when using a single APK).</li>
184</ul>
185
186<p>To publish multiple APKs for the same application, you must enable <strong>Advanced mode</strong>
187in your application's <strong>APK files</strong> tab (as discussed in the previous section). Once
188in advanced mode, you can upload, activate, then publish multiple APKs for the same application. The
189following sections describe more about how it works.</p>
190
191
192<h3 id="SupportedFilters">Supported filters</h3>
193
194<p>Which devices receive each APK is determined by <a
195href="{@docRoot}guide/google/play/filters.html">Google Play filters</a> that are specified by
196elements in the manifest file of each APK. However, Google Play allows you to publish multiple
197APKs only when each APK uses filters to support a variation of the following
198device characteristics:</p>
199
200<ul>
201  <li><strong>OpenGL texture compression formats</strong>
202    <p>This is based on your manifest file's <a
203href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">{@code
204&lt;supports-gl-texture&gt;}</a> element(s).</p>
205    <p>For example, when developing a game that uses OpenGL ES, you can provide one APK for
206devices that support ATI texture compression and a separate APK for devices
207that support PowerVR compression (among many others).</p>
208  <br/>
209  </li>
210
211  <li><strong>Screen size (and, optionally, screen density)</strong>
212    <p>This is based on your manifest file's <a
213href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
214&lt;supports-screens&gt;}</a> <em>or</em> <a
215href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
216&lt;compatible-screens&gt;}</a> element. You should never use both elements and you should use only
217<a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
218&lt;supports-screens&gt;}</a> when possible.</p>
219    <p>For example, you can provide one APK that supports small and normal size screens and another
220APK that supports large and xlarge screens.</p>
221
222    <p class="note"><strong>Note:</strong> The Android system provides strong support for
223applications to support all screen configurations with a single APK. You should avoid creating
224multiple APKs to support different screens unless absolutely necessary and instead follow the guide
225to <a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
226Screens</a> so that your application is flexible and can adapt to all screen configurations
227with a single APK.</p>
228    <p class="caution"><strong>Caution:</strong> By default, all screen size attributes in the <a
229href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
230&lt;supports-screens&gt;}</a> element are "true" if you do not declare them otherwise. However,
231because the {@code android:xlargeScreens} attribute was added in Android 2.3 (API level
2329), Google Play will assume that it is "false" if your application does not set either <a
233href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
234android:minSdkVersion}</a> or <a
235href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code
236android:targetSdkVersion}</a> to "9" or higher.</p>
237    <p class="caution"><strong>Caution:</strong> You should not combine both <a
238href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
239&lt;supports-screens&gt;}</a> and <a
240href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
241&lt;compatible-screens&gt;}</a> elements in your manifest file. Using both increases the chances
242that you'll introduce an error due to conflicts between them. For help deciding which to use, read
243<a href="{@docRoot}guide/practices/screens-distribution.html">Distributing to Specific Screens</a>.
244If you can't avoid using both, be aware that for any conflicts in agreement between a given size,
245"false" will win.</p>
246  <br/>
247  </li>
248
249  <li><strong>API level</strong>
250    <p>This is based on your manifest file's <a
251href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code &lt;uses-sdk&gt;}</a> element.
252You
253can use both the <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
254android:minSdkVersion}</a> and <a
255href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#max">{@code android:maxSdkVersion}</a>
256attributes to specify support for different API levels.</p>
257    <p>For example, you can publish your application with one APK that supports API levels 4 - 7
258(Android 1.6 - 2.1)&mdash;using only APIs available since API level 4 or lower&mdash;and another
259APK that supports API levels 8 and above (Android 2.2+)&mdash;using APIs available since API level 8
260or lower.</p>
261    <div class="note">
262      <p><strong>Note:</strong></p>
263      <ul>
264        <li>If you use this characteristic as the factor to distinguish multiple APKs, then the APK
265with a higher <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
266android:minSdkVersion}</a> value must have a higher <a
267href="{@docRoot}guide/topics/manifest/manifest-element.html#vcode">{@code android:versionCode}</a>
268value. This is also true if two APKs overlap their device support based on a different supported
269filter. This ensures that when a device receives a system update, Google Play can offer the user
270an update for your application (because updates are based on an increase in the app version code).
271This requirement is described further in the section below about <a href="#Rules">Rules for
272multiple APKs</a>.</li>
273        <li>You should avoid using <a
274href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#max">{@code
275android:maxSdkVersion}</a> in general, because as long as you've properly developed your
276application with public APIs, it is always compatible with future versions of Android. If you want
277to publish a different APK for higher API levels, you still do not need to specify the
278maximum version, because if the <a
279href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
280android:minSdkVersion}</a> is {@code "4"} in one APK and {@code "8"} in another, devices that
281support API level 8 or higher will always receive the second APK (because it's version code is
282higher, as per the previous note).</li>
283    </ul>
284  </div>
285  </li>
286</ul>
287
288<p>Other manifest elements that enable <a
289href="{@docRoot}guide/google/play/filters.html">Google Play filters</a>&mdash;but are not
290listed above&mdash;are still applied for each APK as usual. However, Google Play does not allow
291you to publish multiple APKs based on variations of them. Thus, you cannot publish
292multiple APKs if the above listed filters are the same for each APK (but the APKs differ based on
293other characteristics in the manifest file). For
294example, you cannot provide different APKs that differ purely on the <a
295href="{@docRoot}guide/topics/manifest/uses-configuration-element.html">{@code
296&lt;uses-configuration&gt;}</a> characteristics.</p>
297
298
299
300<h3 id="Rules">Rules for multiple APKs</h3>
301
302<p>Before you enable advanced mode to publish multiple APKs for your application, you need to
303understand the following rules that define how publishing multiple APKs works:</p>
304
305<ul>
306  <li>All APKs you publish for the same application <strong>must have the same package
307name and be signed with the same certificate key</strong>.</li>
308
309  <li>Each APK <strong>must have a different version code</strong>, specified by the
310<a href="{@docRoot}guide/topics/manifest/manifest-element.html#vcode">{@code
311android:versionCode}</a> attribute.</li>
312
313  <li>Each APK <strong>must not exactly match the configuration support of another APK</strong>.
314    <p>That is, each APK must declare slightly different support for at least one of
315the <a href="#SupportedFilters">supported Google Play filters</a> (listed above).</p>
316    <p>Usually, you will differentiate your APKs based on a specific characteristic (such as the
317supported texture compression formats), and thus, each APK will declare support for different
318devices. However, it's OK to publish multiple APKs that overlap their support slightly. When two
319APKs do overlap (they support some of the same device configurations), a device that falls within
320that overlap range will receive the APK with a higher version code (defined by <a
321href="{@docRoot}guide/topics/manifest/manifest-element.html#vcode">{@code
322android:versionCode}</a>).</p></li>
323
324  <li>You cannot activate a new APK that has a version code lower than that of the APK it's
325replacing. For example, say you have an active APK for screen sizes small - normal with version code
3260400, then try to replace it with an APK for the same screen sizes with version code 0300. This
327raises an error, because it means users of the previous APK will not be able to update the
328application.</li>
329
330  <li>An APK that requires a <strong>higher API level</strong> must have a <strong>higher
331version code</strong>.
332    <p>This is true only when either: the APKs differ based <em>only</em> on the
333supported API levels (no other <a href="#SupportedFilters">supported filters</a>
334distinguish the APKs from each other) <em>or</em> when the APKs do use another supported filter, but
335there is an overlap between the APKs within that filter.</p>
336    <p>This is important because a user's device receives an application update from
337Google Play only if the version code for the APK on Google Play is higher than the version
338code of the APK currently on the device. This ensures that if a device receives a system update that
339then qualifies it to install the APK for higher API levels, the device receives an application
340update because the version code increases.</p>
341<p class="note"><strong>Note:</strong> The size of the version code increase is irrelevant; it
342simply needs to be larger in the version that supports higher API levels.</p>
343    <p>Here are some examples:</p>
344    <ul>
345      <li>If an APK you've uploaded for API levels 4 and above (Android 1.6+) has a version code of
346{@code 0400}, then an APK for API levels 8 and above (Android 2.2+) must be {@code 0401} or
347greater. In this case, the API level is the only supported filter used, so the version codes
348<strong>must increase</strong> in correlation with the API level support for each APK, so that users
349get an update when they receive a system update.</li>
350      <li>If you have one APK that's for API level 4 (and above) <em>and</em> small -
351large screens, and another APK for API level 8 (and above) <em>and</em> large - xlarge screens, then
352the version codes <strong>must increase</strong>. In this case, the API level filter is used to
353distinguish each APK, but so is the screen size. Because the screen sizes overlap (both APKs
354support large screens), the version codes must still be in order. This ensures that a large screen
355device that receives a system update to API level 8 will receive an update for the second
356APK.</li>
357      <li>If you have one APK that's for API level 4 (and above) <em>and</em> small -
358normal screens, and another APK for API level 8 (and above) <em>and</em> large - xlarge
359screens, then the version codes <strong>do not need to increase</strong> in correlation with the API
360levels. Because there is no overlap within the screen size filter, there are no devices that
361could potentially move between these two APKs, so there's no need for the version codes to
362increase from the lower API level to the higher API level.</li>
363    </ul>
364  </li>
365
366</ul>
367
368<p>Failure to abide by the above rules results in an error on the Google Play publisher site
369when you activate your APKs&mdash;you will be unable to publish your application until you
370resolve the error.</p>
371
372<p>There are other conflicts that might occur when you activate your APKs, but which will result
373in warnings rather than errors. Warnings can be caused by the following:</p>
374
375<ul>
376  <li>When you modify an APK to "shrink" the support for a device's characteristics and no other
377APKs support the devices that then fall outside the supported range. For example, if an APK
378currently supports small and normal size screens and you change it to support only small screens,
379then you have shrunk the pool of supported devices and some devices will no longer see your
380application on Google Play. You can resolve this by adding another APK that supports normal size
381screens so that all previously-supported devices are still supported.</li>
382
383  <li>When there are "overlaps" between two or more APKs. For example, if an APK supports screen
384sizes small, normal, and large, while another APK supports sizes large and xlarge, there is an
385overlap, because both APKs support large screens. If you do not resolve this, then devices that
386qualify for both APKs (large screen devices in the example) will receive whichever APK has the
387highest version code.</li>
388</ul>
389
390<p>When such conflicts occur, you will see a warning message, but you can still publish your
391application.</p>
392
393
394
395<h2 id="CreatingApks">Creating Multiple APKs</h2>
396
397<p>Once you decide to publish multiple APKs, you probably need to create separate
398Android projects for each APK you intend to publish so that you can appropriately develop them
399separately. You can do this by simply duplicating your existing project and give it a new name.
400(Alternatively, you might use a build system that can output different resources&mdash;such
401as textures&mdash;based on the build configuration.)</p>
402
403<p class="note"><strong>Tip:</strong> One way to avoid duplicating large portions of your
404application code is to use a <a
405href="{@docRoot}tools/projects/index.html#LibraryProjects">library project</a>. A library
406project holds shared code and resources, which you can include in your actual application
407projects.</p>
408
409<p>When creating multiple projects for the same application, it's a good practice to identify each
410one with a name that indicates the device restrictions to be placed on the APK, so you can
411easily identify them. For example, "HelloWorld_8" might be a good name for an
412application designed for API level 8 and above.</p>
413
414<p class="note"><strong>Note:</strong> All APKs you publish for the same application
415<strong>must have the same package name and be signed with the same certificate key</strong>. Be
416sure you also understand each of the <a href="#Rules">Rules for multiple APKs</a>.</p>
417
418
419<h3 id="VersionCodes">Assigning version codes</h3>
420
421<p>Each APK for the same application <strong>must have a unique version code</strong>, specified by
422the <a href="{@docRoot}guide/topics/manifest/manifest-element.html#vcode">{@code
423android:versionCode}</a> attribute. You must be careful about assigning version codes when
424publishing multiple APKs, because they must each be different, but in some
425cases, must or should be defined in a specific order, based on the configurations that each APK
426supports.</p>
427
428<h4>Ordering version codes</h4>
429
430<p>An APK that requires a higher API level must usually have a higher version code. For example, if
431you create two APKs to support different API levels, the APK for the higher API levels must have the
432higher version code. This ensures that if a device receives a system update that then qualifies it
433to install the APK for higher API levels, the user receives a notification to update the app. For
434more information about how this requirement applies, see the section above about <a
435href="#Rules">Rules for multiple APKs</a>.</p>
436
437<p>You should also consider how the order of version codes might affect which APK your users
438receive either due to overlap between coverage of different APKs or future changes you might make to
439your APKs.</p>
440
441<p>For example, if you have different APKs based on screen size, such as one for small - normal and
442one for large - xlarge, but foresee a time when you will change the APKs to be one for small and one
443for normal - xlarge, then you should make the version code for the large - xlarge APK be higher.
444That way, a normal size device will receive the appropriate update when you make the change, because
445the version code increases from the existing APK to the new APK that now supports the device. </p>
446
447<p>Also, when creating multiple APKs that differ based on support for different OpenGL texture
448compression formats, be aware that many devices support multiple formats. Because a device
449receives the APK with the highest version code when there is an overlap in coverage between two
450APKs, you should order the version codes among your APKs so that the APK with the
451preferred compression format has the highest version code. For example, you might want to perform
452separate builds for your app using PVRTC, ATITC, and ETC1 compression formats. If you prefer these
453formats in this exact order, then the APK that uses PVRTC should have the highest version code, the
454APK that uses ATITC has a lower version code, and the version with ETC1 has the lowest. Thus, if a
455device supports both PVRTC and ETC1, it receives the APK with PVRTC, because it has the highest
456version code.</p>
457
458
459<h4>Using a version code scheme</h4>
460
461<p>In order to allow different APKs to update their version codes independent of others (for
462example, when you fix a bug in only one APK, so don't need to update all APKs), you should use a
463scheme for your version codes that
464provides sufficient room between each APK so that you can increase the code in one without requiring
465an increase in others. You should also include your actual version name in the code (that is, the
466user visible version assigned to <a
467href="{@docRoot}guide/topics/manifest/manifest-element.html#vname">{@code android:versionName}</a>),
468so that it's easy for you to associate the version code and version name.</p>
469
470<p class="note"><strong>Note:</strong> When you increase the version code for an APK, Google
471Play will prompt users of the previous version to update the application. Thus, to avoid
472unnecessary updates, you should not increase the version code for APKs that do not actually
473include changes.</p>
474
475<p>We suggest using a version code with at least 7 digits: integers that represent
476the supported configurations are in the higher order bits, and the version name (from <a
477href="{@docRoot}guide/topics/manifest/manifest-element.html#vname">{@code
478android:versionName}</a>) is in the lower order bits. For example, when the application version
479name is 3.1.0, version codes for an API level 4
480APK and an API level 11 APK would be something like 0400310 and 1100310, respectively. The first
481two digits are reserved for the API Level (4 and 11, respectively), the middle two digits are for
482either screen sizes or GL texture formats (not used in these examples), and the last three digits
483are for the application's version name (3.1.0). Figure 1 shows two examples that split based on both
484the platform version (API Level) and screen size.</p>
485
486<img src="{@docRoot}images/market/version-codes.png" alt="" />
487<p class="img-caption"><strong>Figure 1.</strong> A suggested scheme for your version codes,
488using the first two digits for the API Level, the second and third digits for the minimum and
489maximum screen size (1 - 4 indicating each of the four sizes) or to denote the texture formats
490and the last three digits for the app version.</p>
491
492<p>This scheme for version codes is just a suggestion for how you should establish a
493pattern that is scalable as your application evolves. In particular, this scheme doesn't
494demonstrate a solution for identifying different texture compression formats. One option might be
495to define your own table that specifies a different integer to each of the different
496compression formats your application supports (for example, 1 might correspond to ETC1 and 2 is
497ATITC, and so on).</p>
498
499<p>You can use any scheme you want, but you should carefully consider how future versions of your
500application will need to increase their version codes and how devices can receive updates when
501either the device configuration changes (for example, due to a system update) or when you modify the
502configuration support for one or several of the APKs.</p>
503
504
505
506
507<h2 id="SingleAPK">Using a Single APK Instead</h2>
508
509<p><strong>Creating multiple APKs for your application is not the normal procedure</strong> for
510publishing an application on Google Play. In most cases, you should be able to publish your
511application to most users with a single APK and we encourage that you do so. When you encounter
512a situation in which using a single APK becomes difficult, you should carefully consider all your
513options before deciding to publish multiple APKs.</p>
514
515<p>First of all, there are a few key benefits to developing a single APK that supports all
516devices:</p>
517
518<ul>
519  <li><strong>Publishing and managing your application is easier.</strong>
520    <p>With only one APK to worry about at any given time, you're less likely to become confused by
521which APK is what. You also don't have to keep track of multiple version codes for each
522APK&mdash;by using only one APK, you can simply increase the version code with each release and
523be done.</p>  </li>
524  <li><strong>You need to manage only a single code base.</strong>
525    <p>Although you can use a <a
526href="{@docRoot}tools/projects/index.html#LibraryProjects">library project</a>
527to share code between multiple Android projects, it's still likely that you'll reproduce some code
528across each project and this could become difficult to manage, especially when resolving
529bugs.</p></li>
530  <li><strong>Your application can adapt to device configuration changes.</strong>
531    <p>By creating a single APK that contains all the resources for each device configuration, your
532application can adapt to configuration changes that occur at runtime. For example, if the user docks
533or otherwise connects a handset device to a larger screen, there's a chance that this will invoke a
534system configuration change to support the larger screen. If you include all resources for different
535screen configurations in the same APK, then your application will load alternative resources and
536optimize the user experience for the new interface.</p>
537  </li>
538  <li><strong>App restore across devices just works.</strong>
539    <p>If a user has enabled data backup on his or her current device and then buys a new device
540that has a different configuration, then when the user's apps are automatically restored during
541setup, the user receives your application and it runs using the resources optimized for that device.
542For example, on a new tablet, the user receives your application and it runs with your
543tablet-optimized resources. This restore
544process does not work across different APKs, because each APK can potentially have different
545permissions that the user has not agreed to, so Google Play may not restore the application at
546all. (If you use multiple APKs, the user receives either the exact same APK if it's compatible or
547nothing at all and must manually download your application to get the APK designed for the new
548device.)</p></li>
549</ul>
550
551<p>The following sections describe some of the other options you should use to support multiple
552device configurations before deciding to publish multiple APKs.</p>
553
554
555
556<h3 id="TextureOptions">Supporting multiple GL textures</h3>
557
558<p>To support multiple types of GL textures with a single APK, your application should query the GL
559texture formats supported on the device and then use the appropriate resources or download
560them from a web server. For example, in order to keep the size of your APK small, you can query the
561device's support for different GL texture formats when the application starts for the first time and
562then download only the textures you need for that device.</p>
563
564<p>For maximum performance and compatibility, your application should use ETC1 textures wherever it
565doesn't impact the visual quality. However, because ETC1 cannot deal with images that have drastic
566chroma changes, such as line art and (most) text, and doesn't support alpha, it may not the best
567format for all textures.</p>
568
569<p>With a single APK, you should try to use ETC1 textures and uncompressed textures whenever
570reasonable, and consider the use of PVRTC, ATITC, or DXTC as a last resort when ETC1 does not
571suffice.</p>
572
573<p>Here's an example query for supported texture compression formats from inside a
574{@link android.opengl.GLSurfaceView.Renderer GLSurfaceView.Renderer}:</p>
575
576<pre>
577public void onSurfaceChanged(GL10 gl, int w, int h) {
578    String extensions = gl.glGetString(GL10.GL_EXTENSIONS);
579    Log.d("ExampleActivity", extensions);
580}
581</pre>
582
583<p>This returns a string that lists each of the supported compression formats.</p>
584
585
586
587<h3 id="ScreenOptions">Supporting multiple screens</h3>
588
589<p>Unless your APK file exceeds the Google Play size limit of 50MB, supporting multiple screens
590should always be done with a single APK. Since Android 1.6, the Android system manages most of the
591work required for your application to run successfully on a variety of screen sizes and
592densities.</p>
593
594<p>To further optimize your application for different screen sizes and densities, you should provide
595<a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative
596resources</a> such as bitmap drawables at different resolutions and different layout designs for
597different screen sizes.</p>
598
599<p>For more information about how to support multiple screens with a single APK, read <a
600href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a>.</p>
601
602<p>Additionally, you should consider using a support library from the <a
603href="{@docRoot}tools/extras/support-library.html">Compatibility Package</a> so that you can add <a
604href="{@docRoot}guide/components/fragments.html">Fragments</a> to your activity designs
605when running on larger screens such as tablets.</p>
606
607
608
609<h3 id="ApiLevelOptions">Supporting multiple API levels</h3>
610
611<p>If you want to support as many versions of the Android platform as possible, you should use
612only APIs available in the lowest reasonable version. For example, your application may not require
613APIs newer than Android 2.1 (API Level 7), which makes an application available to
614over 95% of Android-powered devices (as indicated by the <a
615href="{@docRoot}about/dashboards/index.html">Platform Versions</a> dashboard).</p>
616
617<p>By using a support library from the <a
618href="{@docRoot}tools/extras/support-library.html">Compatibility Package</a>, you can also use APIs
619from some of the latest versions (such as Android 3.0) while
620still supporting versions as low as Android 1.6. The support library includes APIs for <a
621href="{@docRoot}guide/components/fragments.html">Fragments</a>, <a
622href="{@docRoot}guide/components/loaders.html">Loaders</a>, and more. Using the fragment
623APIs is particularly valuable so that you can optimize your user interface for large devices such as
624tablets.</p>
625
626<p>Alternatively, if you want to use some APIs that are available only in newer versions of Android
627(which your application can still function without), then you should consider using reflection. By
628using reflection, you can check whether the current device supports certain APIs. If the APIs are
629not available, your application can gracefully disable and hide the feature.</p>
630
631<p>Another way to use new APIs only when running on a version that supports them is to check the
632API level of the current device. That is, you can query the value of {@link
633android.os.Build.VERSION#SDK_INT} and create different code paths depending on the API level
634supported by the device. For example:</p>
635
636<pre>
637if (android.os.Build.VERSION.SDK_INT >= 11) {
638    // Use APIs supported by API level 11 (Android 3.0) and up
639} else {
640    // Do something different to support older versions
641}
642</pre>
643
644