1page.title=Optimizing Apps for Android 3.0 2@jd:body 3 4 5<div id="deprecatedSticker"> 6 <a href="#" 7 onclick="$('#naMessage').show();$('#deprecatedSticker').hide();return false"> 8 <strong>This doc is deprecated</strong></a> 9</div> 10 11 12<div id="naMessage" style="display:block"> 13<div><p><strong>This document has been deprecated.</strong></p> 14 <p>To learn about how you can optimize your app for both tablets and handsets, please 15read the guide to <a href="tablets-and-handsets.html">Supporting Tablets and 16Handsets</a>.</p> 17 18 <input style="margin-top:1em;padding:5px" type="button" 19 value="That's nice, but I still want to read this document" 20onclick="$('#naMessage').hide();$('#deprecatedSticker').show()" /> 21</div> 22</div> 23 24 25 26 27 28 29<div id="qv-wrapper"> 30<div id="qv"> 31<h2>In this document</h2> 32<ol> 33<li><a href="#Setup">Setting Up Your SDK with Android 3.0</a></li> 34<li><a href="#Optimizing">Optimizing Your App for Tablets</a></li> 35<li><a href="#Upgrading">Upgrading or Developing a New App for Tablets</a></li> 36<li><a href="#ManagingAppDist">Managing App Distribution Based on Screen Configuration</a> 37 <ol> 38 <li><a href="#FilteringTabletApps">Filtering a tablet app from mobile devices</a></li> 39 <li><a href="#FilteringMobileApps">Filtering a mobile device app from tablets</a></li> 40 </ol> 41</li> 42<li><a href="#Issues">Other Issues</a> 43 <ol> 44 <li><a href="#Landscape">Adding support for landscape screens</a></li> 45 <li><a href="#Telephony">Using telephony or other variable features</a></li> 46 </ol> 47</li> 48</ol> 49 50<h2>See also</h2> 51 52<ol> 53 <li><a href="tablets-and-handsets.html">Supporting Tablets 54and Handsets</a></li> 55 <li><a 56href="{@docRoot}tools/extras/support-library.html">Compatibility Library</a></li> 57 <li><a href="http://code.google.com/p/iosched/">Google I/O App source code</a></li> 58</ol> 59 60</div> 61</div> 62 63<p>Android 3.0 introduces several features that allow 64you to enhance your user's experience on tablets and similar devices. Any application you've already 65published is compatible with devices running Android 3.0, by default, because Android applications 66are forward-compatible. However, new tablet devices running Android 3.0 are now available to the 67public and provide users a new Android experience on a larger screen, so you should make sure 68your application looks and works great on the new platform and new device form-factors.</p> 69 70<p>This document shows how you can optimize your existing application for Android 3.0 and 71maintain compatibility with older versions or upgrade your application completely with new APIs.</p> 72 73 74<p><b>To get started:</b></p> 75 76<ol> 77 <li><a href="#Setup">Set up your SDK with Android 3.0</a>. 78 <p>Install the Android 3.0 platform, new tools, and set up a new AVD.</p></li> 79 <li>Choose to either optimize or upgrade: 80 <ol type="a"> 81 <li><a href="#Optimizing">Optimize your app for tablets and similar devices</a>. 82 <p>Read this section if you have an existing application and want to 83maintain compatibility with older versions of Android. All you need to do is update your 84manifest file to declare support for Android 3.0, test your application on the new platform, and 85add extra resources to support extra large screens, as appropriate.</p> 86 </li> 87 <li><a href="#Upgrading">Upgrade or develop a new app for tablets and similar devices</a>. 88 <p>Read this section if you want to upgrade your application to use APIs introduced in 89Android 3.0 or create a new application targeted to tablets and similar devices. Compared to 90upgrading to previous versions of Android, there's nothing different about upgrading to Android 3.0. 91This section introduces some of the key features and APIs you should use to make an 92application that's fully enhanced for tablets.</p></li> 93 </ol> 94 </li> 95 <li>Consider whether you need to <a href="#ManagingAppDist">manage the distribution of your 96application based on screen configuration</a>.</li> 97 <li>Then review some <a href="#Issue">other issues</a> you might encounter when developing 98for tablets and similar devices.</li> 99</ol> 100 101 102<h2 id="Setup">Set Up Your SDK with Android 3.0</h2> 103 104<p>To start testing and developing your application on Android 3.0, set up your existing Android 105SDK with the new platform:</p> 106 107<p>(If you don't have an existing Android SDK, <a href="{@docRoot}sdk/index.html">download the 108SDK starter package now</a>.)</p> 109 110<ol> 111 <li><a href="{@docRoot}sdk/exploring.html#launching">Launch the Android SDK 112Manager</a> and install the following: 113 <ul> 114 <li>SDK Platform Android 3.0</li> 115 <li>Android SDK Tools, revision 10</li> 116 <li>Android SDK Platform-tools, revision 3</li> 117 <li>Documentation for Android SDK, API 11</li> 118 <li>Samples for SDK API 11</li> 119 </ul> 120 </li> 121 <li><a href="{@docRoot}tools/devices/managing-avds.html">Create an AVD</a> for a tablet-type 122device: 123 <p>Set the target to "Android 3.0" and the skin to "WXGA" (the default skin).</p></li> 124</ol> 125 126<p>The best way to test your application on Android 3.0 is to use real hardware running Android 3.0, 127such as the <a href="http://www.motorola.com/staticfiles/Consumers/XOOM/index.html">Motorola 128Xoom</a>. Of course, you can also use the Android emulator on your development machine, but because 129the Android emulator must simulate the ARM instruction set on your computer and the WXGA screen is 130significantly larger than a typical virtual device, emulator performance is much slower than a real 131device.</p> 132 133<h3>About emulator performance</h3> 134 135<p>Initializing the emulator can be slow and can take several minutes, depending on 136your hardware. When the emulator is booting, there is limited user feedback, so please be patient 137and wait until you see the home screen (or lock screen) appear. </p> 138 139<p>However, you don't need to boot the emulator each time you rebuild your 140application—typically you only need to boot at the start of a session and keep it running. 141Also see the tip below for information about using a snapshot to drastically reduce startup time 142after the first initialization. </p> 143 144<p>General performance in the emulator is also slow. We're working hard to resolve the performance 145issues and it will improve in future tools releases. If you don't yet have a real device running 146Android 3.0, the emulator is still best way to evaluate your application's appearance and 147functionality on Android 3.0.</p> 148 149<p class="note"><strong>Tip:</strong> To improve the startup time for the emulator, enable snapshots 150for the AVD when you create it with the AVD Manager (there's a checkbox in the AVD creator 151to <strong>Enable</strong> snapshots). Then, start the AVD from the AVD manager and check <b>Launch 152from snapshot</b> and <b>Save to snapshot</b>. This way, when you close the emulator, a snapshot of 153the AVD state is saved and used to quickly relaunch the AVD next time. However, when you choose to 154save a snapshot, the emulator will be slow to close, so you might want to disable <b>Save to 155snapshot</b> after you've acquired an initial snapshot (after you close the AVD for the first 156time).</p> 157 158 159 160<h2 id="Optimizing">Optimizing Your App for Tablets</h2> 161 162<p>If you've already developed an application for an earlier version of Android, there are a few 163things you can do to optimize it for a tablet-style experience on Android 3.0 without changing the 164minimum version required (you don't need to change your manifest's <a 165href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code 166android:minSdkVersion}</a>).</p> 167 168<p class="note"><strong>Note:</strong> All Android applications are forward-compatible, so 169there's nothing you <em>have to</em> do—if your application is a good citizen of the Android 170APIs, your app should work fine on devices running Android 3.0. However, in order to provide users 171a better experience when using your app on an Android 3.0 tablet or similar-size device, you 172should update your application to inherit the new system theme and provide some optimizations for 173larger screens.</p> 174 175<p>Here are a few things you can do to optimize your application for devices running Android 1763.0:</p> 177 178<ol> 179 <li><b>Test your current application on Android 3.0</b> 180 <ol> 181 <li>Build your application as-is and install it on your Android 3.0 AVD (created above during 182<a href="#Setup">setup</a>).</li> 183 <li>Perform your usual tests to be sure everything works and looks as expected.</li> 184 </ol> 185 </li> 186 187 <li><b>Apply the new "holographic" theme to your application</b> 188 <ol> 189 <li>Open your manifest file and update the <a 190href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code <uses-sdk>}</a> element to 191set <a 192href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code 193android:targetSdkVersion}</a> to {@code "11"}. For example: 194<pre> 195<manifest ... > 196 <uses-sdk android:minSdkVersion="4" 197 android:targetSdkVersion="11" /> 198 <application ... > 199 ... 200 <application> 201</manifest> 202</pre> 203 <p>By targeting the Android 3.0 platform, the system automatically applies the holographic theme 204to each activity when your application runs on an Android 3.0 device. The holographic theme 205provides a new design for widgets, such as buttons and text boxes, and new styles for other 206visual elements. This is the standard theme for applications built for Android 3.0, so your 207application will look and feel consistent with the system and other applications when it is 208enabled.</p> 209 <p>Additionally, when an activity uses the holographic theme, the system enables the <a 210href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a> for the activity and removes the 211Options Menu button in the system bar. The Action Bar 212replaces the traditional title bar at the top of the activity window and provides the user access to 213the activity's Options Menu.</p> 214 </li> 215 <li>Build your application against the same version of the Android platform you have been 216using previously (such as the version declared in your <a 217href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>), 218but install it on the Android 3.0 AVD. (You should not build against Android 3.0 unless you are 219using new APIs.) Repeat your tests to be sure that your user interface works well with the 220holographic theme. 221 <p class="note"><strong>Note:</strong> If you have applied other themes directly to your 222activities, they will override the inherited holographic theme. To resolve this, you can use 223the <a href="{@docRoot}guide/topics/resources/providing-resources.html#VersionQualifier">platform 224version qualifier</a> to provide an alternative theme for Android 3.0 devices that's based on the 225holographic theme. For more information, read how to <a 226href="{@docRoot}guide/topics/ui/themes.html#SelectATheme">select a theme based on platform 227version</a>.</p> 228 </ol> 229 </li> 230 231 <li><b>Supply alternative layout resources for xlarge screens</b> 232 <p>By providing <a 233href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative 234resources</a> when running on extra large screens (using the <code>xlarge</code> resource 235qualifier), you can improve the user experience of your application on tablet-type devices without 236using new APIs.</p> 237 <p>For example, here are some things to consider when creating a new layout for extra large 238screens:</p> 239 <ul> 240 <li>Landscape layout: The "normal" orientation for tablet-type devices is usually landscape 241(wide), so you should be sure that your activities offer a layout that's optimized for a wide 242viewing area. <p>You can specify landscape resources with the <code>land</code> resource 243qualifier, but if you want alternative resources for an extra large landscape screen, you 244should use both the <code>xlarge</code> and <code>land</code> qualifiers. For example, {@code 245res/layout-xlarge-land/}. The order of the qualifier names is important; see <a 246href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources"> 247Providing Alternative Resources</a> for more information.</p></li> 248 <li>Button position and size: Consider whether the position and size of the most common 249buttons in your UI make them easily accessible while holding a tablet with two hands. In some 250cases, you might need to resize buttons, especially if they use {@code "wrap_content"} 251as the width value. To enlarge the buttons, if necessary, you should either: add 252extra padding to the button; specify dimension values with {@code dp} units; or use {@code 253android:layout_weight} when the button is in a <a 254href="{@docRoot}guide/topics/ui/layout-objects.html#linearlayout">linear layout</a>. Use your 255best judgment of proportions for each screen size—you don't want the buttons to be too big, 256either.</li> 257 <li>Font sizes: Be sure your application uses {@code sp} units when setting font 258sizes. This alone should ensure a readable experience on tablet-style devices, because it is a 259scale-independent pixel unit, which will resize as appropriate for the current screen configuration. 260In some cases, however, you still might want to consider larger font sizes for <code>xlarge</code> 261configurations.</li> 262 </ul> 263 <p>In general, always be sure that your application follows the <a 264href="{@docRoot}guide/practices/screens_support.html#screen-independence">Best Practices 265for Screen Independence</a>.</p> 266 </li> 267</ol> 268 269 270 271 272<h2 id="Upgrading">Upgrading or Developing a New App for Tablets</h2> 273 274<div class="sidebox-wrapper"> 275<div class="sidebox"> 276 <h3>Use the Compatibility Library to remain backward-compatible</h3> 277<p>It is possible for you to upgrade your application with some new 278APIs <em>and</em> remain compatible with older versions of Android. Usually, this requires that you 279use techniques such as reflection to check for the availability of certain APIs at runtime. However, 280to help you add features from Android 3.0 without requiring you to change your <a 281href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a> 282or build target, we're providing a static library called the <a 283href="{@docRoot}tools/extras/support-library.html">Compatibility Library</a> 284(downloadable from the Android SDK Manager).</p> 285<p>This library includes APIs for <a 286href="{@docRoot}guide/components/fragments.html">fragments</a>, <a 287href="{@docRoot}guide/components/loaders.html">loaders</a>, and some updated classes. By 288simply adding this library to your Android project, you can use these APIs in your application and 289remain compatible with Android 1.6. For information about how to get the library and start 290using it in your application, see the <a 291href="{@docRoot}tools/extras/support-library.html">Compatibility Library</a> document.</p> 292</div> 293</div> 294 295 296<p>If you want to develop an application that's fully enhanced for tablet-type devices running 297Android 3.0, then you need to use new APIs in Android 3.0. This section introduces some of 298the new features you should use.</p> 299 300 301<h3>Declare the minimum system version</h3> 302 303<p>The first thing to do when you upgrade or create a project for Android 3.0 is set your manifest's 304<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code 305android:minSdkVersion}</a> to {@code "11"}. This declares that your application uses APIs available 306in Android 3.0 and greater, so it should not be available to devices running an older version of 307Android. For example:</p> 308 309<pre> 310<manifest ... > 311 <uses-sdk android:minSdkVersion="11" /> 312 <application ... > 313 ... 314 <application> 315</manifest> 316</pre> 317 318<p>Not only is this necessary in order to declare the minimum API level your application requires, 319but it enables the new holographic theme to each of your activities. The holographic theme is the 320standard theme for the Android 3.0 system and all applications designed for it. It includes new 321designs for the system widgets and overall appearance.</p> 322 323<p>Additionally, the holographic theme enables the Action Bar for each activity.</p> 324 325 326<h3>Use the Action Bar</h3> 327 328<p>The Action Bar is a widget for activities that replaces the traditional title bar at the top of 329the screen. By default, the Action Bar includes the application logo on the left side, followed by 330the activity title, and access to items from the Options Menu in a drop-down list on the right 331side.</p> 332 333<p>You can enable items from the Options Menu to appear directly in the Action Bar as 334"action items" by adding {@code showAsAction="ifRoom"} to specific menu items in your <a 335href="{@docRoot}guide/topics/resources/menu-resource.html">menu resource</a>. You can also add 336navigation features to the Action Bar, such as tabs, and use the application icon to navigate to 337your application's "home" activity or to navigate "up" the application's activity hierarchy.</p> 338 339<p>For more information, read <a href="{@docRoot}guide/topics/ui/actionbar.html">Using the 340Action Bar</a>.</p> 341 342 343 344<h3>Divide your activities into fragments</h3> 345 346<p>A fragment represents a behavior or a portion of user interface in an activity. You can think of 347a fragment as a modular section of an activity, which has its own lifecycle, receives its own input 348events, and which you can add or remove while the activity is running. Fragments are an optional 349component for your activities that allow you to build a multi-pane UI and reuse them in multiple 350activities. If you're building an application for tablets, we recommend that you use fragments to 351create activities that offer a more dynamic and flexible user interface.</p> 352 353<p>For example, a news application can use one fragment to show a list of articles on the left and 354another fragment to display an article on the right—both fragments appear in one activity, 355side by side, and each fragment has its own set of lifecycle callback methods and handles its own 356input events. Thus, instead of using one activity to select an article and another activity to 357read the article, the user can select an article and read it all within the same activity.</p> 358 359<p>For more information, read the <a 360href="{@docRoot}guide/components/fragments.html">Fragments</a> document.</p> 361 362 363<h3>Use new animation APIs for transitions</h3> 364 365<p>An all-new animation framework allows you to animate arbitrary properties of any object 366(such as a View, Drawable, Fragment, or anything else). You can define several animation aspects 367(such as duration, repeat, interpolation, and more) for an object's int, float, and hexadecimal 368color values, by default. That is, when an object has a property field for one of these types, you 369can change its value over time to affect an animation.</p> 370 371<p>The {@link android.view.View} class also provides new APIs that leverage the new animation 372framework, allowing you to easily apply 2D and 3D transformations to views in your activity layout. 373New transformations are made possible with a set of object properties that define the view's layout 374position, orientation, transparency and more.</p> 375 376<p>For more information, read the <a 377href="{@docRoot}guide/topics/graphics/prop-animation.html">Property Animation</a> document.</p> 378 379 380<h3>Enable hardware acceleration</h3> 381 382<p>Android 3.0 adds a hardware-accelerated OpenGL renderer that gives a performance boost to most 2D 383graphics operations. You can enable hardware-accelerated rendering in your application by setting 384{@code android:hardwareAccelerated="true"} in your manifest's <a 385href="{@docRoot}guide/topics/manifest/application-element.html">{@code <application>}</a> 386element or for individual <a href="{@docRoot}guide/topics/manifest/activity-element.html">{@code 387<activity>}</a> elements. Hardware acceleration results in smoother animations, smoother 388scrolling, and overall better performance and response to user interaction. When enabled, be sure 389that you thoroughly test your application on a device that supports hardware acceleration.</p> 390 391 392<h3>Enhance your app widgets</h3> 393 394<p>App widgets allow users to access information from your application directly from the Home 395screen and interact with ongoing services (such as preview their email and control music playback). 396Android 3.0 enhances these capabilities by enabling collections, created with widgets such as 397{@link android.widget.ListView}, {@link android.widget.GridView}, and the new {@link 398android.widget.StackView}. These widgets allow you to create more interactive app 399widgets, such as one with a scrolling list, and can automatically update their data through a {@link 400android.widget.RemoteViewsService}.</p> 401 402<p>Additionally, you should create a preview image of your app widget using the Widget Preview 403application (pre-installed in an Android 3.0 AVD) and reference it with the {@link 404android.appwidget.AppWidgetProviderInfo#previewImage android:previewImage} attribute, so that users 405can see what the app widget looks like before adding it to their Home screen.</p> 406 407 408<h3>Add other new features</h3> 409 410<p>Android 3.0 introduces many more APIs that you might find valuable for your 411application, such as drag and drop APIs, new Bluetooth APIs, a system-wide clipboard framework, a 412new graphics engine called Renderscript, and more.</p> 413 414<p>To learn more about the APIs mentioned above and more, see the <a 415href="{@docRoot}about/versions/android-3.0.html">Android 3.0 Platform</a> document.</p> 416 417 418<h3>Look at some samples</h3> 419 420<p>Many of the new features and APIs that are described above and in the <a 421href="{@docRoot}about/versions/android-3.0.html#api">Android 3.0 Platform</a> document also have accompanying 422samples that allow you to preview the effects and can help you understand how to use them. To get 423the samples, download them from the SDK repository <a href="{@docRoot}sdk/exploring.html" 424>using the Android SDK Manager</a>. After downloading the samples ("Samples for SDK API 42511"), you can find them in <code><sdk_root>/samples/android-11/</code>. The following list 426provides links to the browsable source code for some of the samples:</p> 427 428<ul> 429 <li><a href="{@docRoot}resources/samples/HoneycombGallery/index.html">Honeycomb Gallery</a>: 430Demonstrates many new APIs in Android 3.0, including fragments, the action bar, drag and drop, and 431animations.</li> 432 <li><a 433href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/index.html#Fragment"> 434Fragments</a>: Various samples that demonstrate fragment layouts, back stack, restoring state, and 435more.</li> 436 <li><a 437href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/ActionBarMechanics.html" 438>Action Bar</a>: Samples that demonstrate various Action Bar features, such as tabs, logos, and 439action items.</li> 440 <li><a 441href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/content/ClipboardSample.html" 442>Clipboard</a>: An example of how to use the clipboard for copy and paste operations.</li> 443 <li><a 444href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/DragAndDropDemo.html"> 445Drag and Drop</a>: An example of how to perform drag and drop with new View events.</li> 446 <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/List15.html"> 447Multi-choice List</a>: An example of how to provide multiple-choice selection for ListView and 448GridView.</li> 449 <li><a 450href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/LoaderThrottle.html"> 451Content Loaders</a>: An example using new Loader APIs to asynchronously load data.</li> 452 <li><a 453href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/animation/index.html"> 454Property Animation</a>: Several samples using the new animation APIs to animate object 455properties.</li> 456 <li><a 457href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/SearchViewActionBar.html"> 458Search View Widget</a>: Example using the new search widget in the Action Bar (as an 459"action view").</li> 460 <li><a 461href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript</a>: Contains several 462different applications that demonstrate using renderscript APIs for computations and 3D 463graphics.</li> 464</ul> 465 466 467 468<h2 id="ManagingAppDist">Managing App Distribution Based on Screen Configuration</h2> 469 470<p>If your manifest file has either <a 471href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a> 472or <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code 473android:targetSdkVersion}</a> set to {@code "4"} or higher, then the Android system will scale your 474application's layout and assets to fit the current device screen, whether the device screen is 475smaller or larger than the one for which you originally designed your application. As such, you 476should always test your application on real or <a 477href="{@docRoot}tools/devices/index.html">virtual devices</a> with various screen sizes 478and densities.</p> 479 480<p>Although we recommend that you design your application to function properly on multiple 481configurations of screen size and density, you can instead choose to limit the distribution of your 482application to certain types of screens, such as only tablets or only mobile devices. To do so, you 483can add elements to your Android manifest file that enable filtering based on screen configuration 484by external services such as Google Play.</p> 485 486<p>However, before you decide to restrict your application to certain screen configurations, you 487should understand the techniques for <a 488href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a> and employ 489them to the best of your ability. By supporting multiple screens, your application can be made 490available to the greatest number of users with different devices.</p> 491 492 493<h3 id="FilteringTabletApps">Filtering a tablet application from mobile devices</h3> 494 495<p>If the system scaling adversely affects your application UI when scaling your application down 496for smaller screens, you should add <a 497href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative 498layouts</a> for smaller screens to adjust your layout. However, sometimes your layout still might 499not fit a smaller screen or you've explicitly designed your application only for tablets and other 500large devices. In this case, you can manage the availability of your application to smaller screens 501by using the <a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 502<supports-screens>}</a> manifest element.</p> 503 504<p>For example, if you want your application to be available only to extra large 505screens, you can declare the element in your manifest like this:</p> 506 507<pre> 508<manifest ... > 509 ... 510 <supports-screens android:smallScreens="false" 511 android:normalScreens="false" 512 android:largeScreens="false" 513 android:xlargeScreens="true" /> 514 <application ... > 515 ... 516 <application> 517</manifest> 518</pre> 519 520<p>External services such as Google Play read this manifest element and use it to ensure that 521your application is available only to devices with an extra large screen.</p> 522 523<p class="note"><strong>Note:</strong> If you use the <a 524href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 525<supports-screens>}</a> element for the reverse scenario (when your application is not compatible 526with <em>larger</em> screens) and set the larger screen size attributes to {@code "false"}, then 527external services such as Google Play <strong>do not</strong> apply filtering. Your application 528will still be available to larger screens, but when it runs, it will not fill the screen—the 529system will draw it in a "postage stamp" window that's the same relative size as the screen size 530that your application does support. If you want to prevent your application from being downloaded on 531larger screens, see the following section.</p> 532 533 534<h3 id="FilteringMobileApps">Filtering a mobile device application from tablets</h3> 535 536<p>Because Android automatically scales applications to fit larger screens, you shouldn't 537need to filter your application from larger screens. However, you might discover that your 538application can't scale up or perhaps you've decided to publish two versions of your application 539that each deliver different features for different screen configurations, so you don't want 540larger devices to download the version designed for smaller screens. In such a case, you can 541use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 542<compatible-screens>}</a> element to manage the distribution of your application based on the 543combination of screen size and density. External services such as 544Google Play uses this information to apply filtering to your application, so that only devices 545that have a screen configuration with which you declare compatibility can download your 546application.</p> 547 548<p>The <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 549<compatible-screens>}</a> element must contain one or more {@code <screen>} elements, 550which each specify a screen configuration with which your application is compatible, using both 551the {@code android:screenSize} and {@code android:screenDensity} attributes. Each {@code 552<screen>} element <strong>must include both attributes</strong> to specify an individual 553screen configuration—if either attribute is missing, then the element is invalid 554(external services such as Google Play will ignore it).</p> 555 556<p>For example, if your application is compatible with only small and normal screens, regardless 557of screen density, then you must specify eight different {@code <screen>} elements, 558because each screen size has four density configurations. You must declare each one of 559these; any combination of size and density that you do <em>not</em> specify is considered a screen 560configuration with which your application is <em>not</em> compatible. Here's what the manifest 561entry looks like if your application is compatible with only small and normal screens:</p> 562 563<pre> 564<manifest ... > 565 ... 566 <compatible-screens> 567 <!-- all small size screens --> 568 <screen android:screenSize="small" android:screenDensity="ldpi" /> 569 <screen android:screenSize="small" android:screenDensity="mdpi" /> 570 <screen android:screenSize="small" android:screenDensity="hdpi" /> 571 <screen android:screenSize="small" android:screenDensity="xhdpi" /> 572 <!-- all normal size screens --> 573 <screen android:screenSize="normal" android:screenDensity="ldpi" /> 574 <screen android:screenSize="normal" android:screenDensity="mdpi" /> 575 <screen android:screenSize="normal" android:screenDensity="hdpi" /> 576 <screen android:screenSize="normal" android:screenDensity="xhdpi" /> 577 </compatible-screens> 578 <application ... > 579 ... 580 <application> 581</manifest> 582</pre> 583 584<p class="note"><strong>Note:</strong> Although you can also use the <a 585href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 586<compatible-screens>}</a> element for the reverse scenario (when your application is not 587compatible with smaller screens), it's easier if you instead use the <a 588href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 589<supports-screens>}</a> as discussed in the previous section, because it doesn't require you 590to specify each screen density your application supports.</p> 591 592<p>Remember, you should strive to make your application available to as many devices as possible by 593applying all necessary techniques for <a 594href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a>. You should 595then use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 596<compatible-screens>}</a> element to filter your application from certain devices only when you 597cannot offer compatibility on all screen configurations or you have decided to provide 598multiple versions of your application, each for a different set of screen configurations.</p> 599 600 601 602<h2 id="Issues">Other Issues</h2> 603 604<p>Whether you decide to optimize or upgrade your application for tablet-type devices, you 605should be aware that the functionality and availability of your application on new devices 606might be affected by the following issues:</p> 607 608<ul> 609 <li><a href="#Landscape">Tablets are often designed for use in the landscape orientation</a> 610 <p>Tablets and similar devices often have a screen that uses the landscape orientation 611by default. If your application assumes a portrait orientation or locks into portrait 612orientation, you should update your application to support landscape.</p></li> 613 <li><a href="#Telephony">Not all devices have telephony or other features</a> 614 <p>If your application declares the {@code "android.hardware.telephony"} feature in the manifest, 615then it will not be available to devices that do not offer telephony (such as tablets), based on 616Google Play filtering. If your application can function properly without telephony, you should 617update your application to gracefully disable the telephony features when not available on a 618device.</p></li> 619</ul> 620 621 622<h3 id="Landscape">Adding support for landscape screens</h3> 623 624<p>Although tablets can rotate to operate in any orientation, they are often designed for 625landscape orientation and that is how most users will use them. So, you should ensure that your 626application can function in landscape. Even if you want to avoid rotating the screen while your 627application is running, you should not assume that portrait is the device's default orientation. You 628should either ensure that your layout is usable in both portrait and landscape orientations or 629provide an <a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources" 630>alternative layout resource</a> for landscape orientation.</p> 631 632<p>If you believe your application or game provides its best experience when the screen is tall, 633consider that tablets and similar devices have a screen that's as tall or taller in landscape 634orientation than a phone in portrait orientation. With that in mind, you might be able to add a 635landscape design that adds padding or extra landscape scenery on the left and right sides, so 636the primary screen space still remains taller than it is wide.</p> 637 638<p>Ideally, your application should handle all orientation changes instead of locking into one 639orientation. When the user rotates the screen, the system restarts the current activity by calling 640{@link android.app.Activity#onDestroy onDestroy()} and {@link android.app.Activity#onCreate 641onCreate()}) in immediate succession. You should design your activity to account for these changes 642in the lifecycle, so the activity can save and restore its state. You can learn about the 643necessary lifecycle callback methods and how to save and restore the activity state in the <a 644href="{@docRoot}guide/components/activities.html#Lifecycle">Activities</a> 645document. If your activity state is more complex and cannot retain it using the normal 646lifecycle callback methods, you can use alternative techniques described in <a 647href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</a>.</p> 648 649<p>In the worst-case scenario, however, you can avoid orientation changes by using the <a 650href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code 651android:screenOrientation}</a> attribute in the <a 652href="{@docRoot}guide/topics/manifest/activity-element.html">{@code <activity>}</a> 653element. Instead of locking the orientation in landscape or portrait, however, you should 654specify a value of {@code "nosensor"}. This way, your activity uses whatever orientation the 655device specifies as its natural orientation and the screen will not rotate. You should still 656avoid using the <a 657href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code 658android:screenOrientation}</a> attribute, but because it's sometimes necessary to lock the 659screen into one orientation, it's best if you do so in a way that uses the device's natural 660orientation instead of assuming one specific orientation.</p> 661 662<p>If your application uses the orientation sensors, such as the accelerometer (with the {@link 663android.hardware.SensorManager} APIs), also be aware that the landscape screen can also cause 664problems, due to false assumptions about which orientation is the natural position. For more 665information about how you should properly handle rotation changes when using the orientation 666sensors, read the blog post, <a 667href="http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html">One 668Screen Turn Deserves Another</a>.</p> 669 670 671 672<h3 id="Telephony">Using telephony or other variable features</h3> 673 674<p>Tablets and similar devices might not include support for telephony, so they can't make 675traditional phone calls or handle SMS. Some devices might also omit 676other hardware features, such as Bluetooth. If your application uses these features, then your 677manifest file probably already includes (or should include) a declaration of the feature with the <a 678href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code <uses-feature>}</a> 679element. Doing so prevents devices that do not declare support for the feature from downloading 680your applications. For example:</p> 681 682<pre><uses-feature android:name="android.hardware.telephony" /></pre> 683 684<p>By default, this declares that your application <em>requires</em> telephony features. So, 685external services such as Google Play use this information to filter your application from 686devices that do not offer telephony.</p> 687 688<p>If, however, your application uses, but does not require the feature, you should 689add to this element, {@code android:required="false"}. For example:</p> 690 691<pre><uses-feature android:name="android.hardware.telephony" android:required="false" /></pre> 692 693<p>This indicates that your application uses the feature, but is still functional if the feature is 694not available. So, it should still be available to devices that don't provide telephony hardware 695(or telephony features), such as tablets.</p> 696 697<p>Then in your application code, you must gracefully disable the features that use telephony 698when it's not available. You can check whether the feature is available using {@link 699android.content.pm.PackageManager#hasSystemFeature PackageManager.hasSystemFeature()}. For 700example:</p> 701 702<pre> 703PackageManager pm = getPackageManager(); 704boolean hasTelephony = pm.hasSystemFeature(PackageManager.FEATURE_TELEPHONY); 705</pre> 706 707<p>For more information about these 708issues and how to future-proof your application for different hardware, read the blog post <a 709href="http://android-developers.blogspot.com/2010/10/five-steps-to-future-hardware-happiness.html"> 710The Five Steps to Future Hardware Happiness</a>.</p>