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1page.title=Creating Multiple APKs for Different GL Textures
2parent.title=Maintaining Multiple APKs
3parent.link=index.html
4
5trainingnavtop=true
6previous.title=Creating Multiple APKs for Different Screen Sizes
7previous.link=screensize.html
8next.title=Creating Multiple APKs with 2+ Dimensions
9next.link=multiple.html
10
11@jd:body
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13<style type="text/css">
14.blueCell { background-color: #9fc5e8;}
15.greenCell { background-color: #b6d7a8;}
16.redCell { background-color: #ea9999;}
17</style>
18
19<div id="tb-wrapper">
20<div id="tb">
21
22<!-- table of contents -->
23<h2>This lesson teaches you to</h2>
24<ol>
25  <li><a href="#Confirm">Confirm You Need Multiple APKs</a></li>
26  <li><a href="#ChartReqs">Chart Your Requirements</a></li>
27  <li><a href="#CreateLibrary">Put All Common Code and Resources in a Library Project</a></li>
28  <li><a href="#CreateAPKs">Create New APK Projects</a></li>
29  <li><a href="#AdjustManifests">Adjust the Manifests</a></li>
30  <li><a href="#PreLaunch">Go Over Pre-launch Checklist</a></li>
31</ol>
32
33<!-- other docs (NOT javadocs) -->
34<h2>You should also read</h2>
35<ul>
36  <li><a href="http://developer.android.com/google/play/publishing/multiple-apks.html">Multiple APK
37Support</a></li>
38</ul>
39
40</div>
41</div>
42
43<p>When developing your Android application to take advantage of multiple APKs on Google Play, it’s important to adopt some good practices from the get-go, and prevent unnecessary headaches further into the development process.  This lesson shows you how to create multiple APKs of your app, each supporting a different subset of OpenGL texture formats.  You will also gain some tools necessary to make maintaining a multiple APK codebase as painless as possible.</p>
44
45
46<h2 id="Confirm">Confirm You Need Multiple APKs</h2>
47
48<p>When trying to create an application that works across all available Android-powered
49devices, naturally you want your application look its best on each individual device, regardless of
50the fact they don’t all support the same set of GL textures.  It may seem at the outset as though
51multiple APK support is the best solution, but this often isn’t the case.  The <a
52href="{@docRoot}google/play/publishing/multiple-apks.html#ApiLevelOptions">Using Single APK
53Instead</a> section of the multiple APK developer guide includes some useful information on how to
54accomplish this with a single APK, including how to <a
55href="{@docRoot}google/play/publishing/multiple-apks.html#TextureOptions">detect supported texture
56formats at runtime</a>.  Depending on your situation, it might be easier to bundle all formats with
57your application, and simply pick which one to use at runtime.</p>
58
59<p>If you can manage it, confining your application to a single APK has several advantages,
60including:</p>
61<ul>
62<li>Publishing and Testing are easier</li>
63<li>There’s only one codebase to maintain</li>
64<li>Your application can adapt to device configuration changes</li>
65<li>App restore across devices just works</li>
66<li>You don’t have to worry about market preference, behavior from "upgrades" from one APK to the
67next, or which APK goes with which class of devices</li>
68</ul>
69
70<p>The rest of this lesson assumes that you’ve researched the topic, studiously absorbed the
71material in the resources linked, and determined that multiple APKs are the right path for your
72application.</p>
73
74
75<h2 id="ChartReqs">Chart Your Requirements</h2>
76
77<p>The Android Developer Guide provides a handy reference of some of common supported textures on
78the <a href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">supports-gl-texture
79page</a>.  This page also contains some hints as to which phones (or families of phones) support
80particular texture formats.  Note that it’s generally a good idea for one of your APKs to support
81ETC1, as that texture format is supported by all Android-powered devices that support the OpenGL ES
822.0 spec.</p>
83
84<p>Since most Android-powered devices support more than one texture format, you need to establish an
85order of preference.  Create a chart including all the formats that your application is going to
86support.  The left-most cell is going to be the lowest priority (It will probably be ETC1, a really
87solid default in terms of performance and compatibility).  Then color in the chart such that each
88cell represents an APK.</p>
89<table cellpadding="10" cellspacing="0" border="1">
90  <tbody>
91    <tr>
92      <td class="blueCell">ETC1</td>
93      <td class="redCell">ATI</td>
94      <td class="greenCell">PowerVR</td>
95    </tr>
96  </tbody>
97</table>
98
99<p>
100Coloring in the chart does more than just make this guide less monochromatic - It also has a way of
101making intra-team communication easier-  You can now simply refer to each APK as "blue", "green", or
102"red", instead of "The one that supports ETC1 texture formats", etc.</p>
103
104<h2 id="CreateLibrary">Put All Common Code and Resources in a Library Project</h2>
105<p>Whether you’re modifying an existing Android application or starting one from scratch, this is
106the first thing that you should do to the codebase, and by the far the most important.  Everything
107that goes into the library project only needs to be updated once (think language-localized strings,
108color themes, bugs fixed in shared code), which improves your development time and reduces the
109likelihood of mistakes that could have been easily avoided.</p>
110
111<p class="note"><strong>Note:</strong>  While the implementation details of how to create and
112include library projects are beyond the scope of this lesson, you can get up to speed quickly on
113their creation at the following links:</p>
114<ul>
115<li><a
116href="{@docRoot}tools/projects/projects-eclipse.html#SettingUpLibraryProject">Setting up
117a library project (Eclipse)</a></li>
118<li><a
119href="{@docRoot}tools/projects/projects-cmdline.html#SettingUpLibraryProject">Setting up
120a library project (Command line)</a></li>
121</ul>
122
123<p>If you’re converting an existing application to use multiple APK support,
124scour your codebase for every localized string file, list of values, theme
125colors, menu icons and layout that isn’t going to change across APKs, and put
126it all in the library project.  Code that isn’t going to change much should
127also go in the library project.  You’ll likely find yourself extending these
128classes to add a method or two from APK to APK.</p>
129
130<p>If, on the other hand, you’re creating the application from scratch, try as
131much as possible to write code in the library project <em>first</em>, then only move it down to an
132individual APK if necessary.  This is much easier to manage in the long run than adding it to one,
133then another, then another, then months later trying to figure out whether this blob can be moved up
134to the library section without screwing anything up.</p>
135
136<h2 id="CreateAPKs">Create New APK Projects</h2>
137<p>There should be a separate Android project for each APK you’re going to release.  For easy
138organization, place the library project and all related APK projects under the same parent folder.
139Also remember that each APK needs to have the same package name, although they don’t necessarily
140need to share the package name with the library.  If you were to have 3 APKs following the scheme
141described earlier, your root directory might look like this:</p>
142
143<pre class="no-pretty-print classic">
144alexlucas:~/code/multi-apks-root$ ls
145foo-blue
146foo-green
147foo-lib
148foo-red
149</pre>
150
151
152<p>Once the projects are created, add the library project as a reference to each APK project.  If
153possible, define your starting Activity in the library project, and extend that Activity in your APK
154project.  Having a starting activity defined in the library project gives you a chance to put all
155your application initialization in one place, so that each individual APK doesn’t have to
156re-implement "universal" tasks like initializing Analytics, running licensing checks, and any other
157initialization procedures that don’t change much from APK to APK.</p>
158
159
160<h2 id="AdjustManifests">Adjust the Manifests</h2>
161<p>When a user downloads an application which uses multiple APKs through Google Play, the correct
162APK to use is chosen using some simple rules:</p>
163
164<ul>
165<li>The manifest has to show that particular APK is eligible</li>
166<li>Of the eligible APKs, highest version number wins</li>
167<li>If <em>any</em> of the texture formats listed in your APK are supported by the device on market,
168that device is considered eligible</li>
169</ul>
170
171<p>With regards to GL Textures, that last rule is important.  It means that you should, for
172instance, be <em>very</em> careful about using different GL formats in the same application.  If you
173were to use PowerVR 99% of the time, but use ETC1 for, say, your splash screen... Then your manifest
174would necessarily indicate support for both formats.  A device that <em>only</em> supported ETC1
175would be deemed compatible, your app would download, and the user would see some thrilling crash
176messages.  The common case is going to be that if you’re using multiple APKs specifically to target
177different devices based on GL texture support, it’s going to be one texture format per APK.</p>
178
179<p>This actually makes texture support a little bit different than the other two multiple APK
180dimensions, API level and screen size.  Any given device only has one API level, and one screen
181size, and it’s up to the APK to support a range of them.  With textures, the APK will generally
182support one texture, and the device will support many.  There will often be overlap in terms of one
183device supporting many APKs, but the solution is the same:  Version codes.</p>
184
185<p>By way of example, take a few devices, and see how many of the APKs defined earlier fit each
186device.</p>
187<table cellpadding="10" cellspacing="0" border="1">
188  <tbody>
189    <tr>
190      <td>FooPhone</td>
191      <td>Nexus S</td>
192      <td>Evo</td>
193    </tr>
194    <tr>
195      <td class="blueCell">ETC1</td>
196      <td class="blueCell">ETC1</td>
197      <td class="blueCell">ETC1</td>
198    </tr>
199    <tr>
200      <td></td>
201      <td class="greenCell">PowerVR</td>
202      <td class="redCell">ATI TC</td>
203    </tr>
204  </tbody>
205</table>
206<p> Assuming that PowerVR and ATI formats are both preferred over ETC1 when available, than
207according to the "highest version number wins" rule, if we set the versionCode attribute in each APK
208such that red &#8805; green &#8805; blue, then both Red and Green will always be chosen over Blue on
209devices which support them, and should a device ever come along which supports both Red and Green,
210red will be chosen.
211</p>
212
213<p>  In order to keep all your APKs on separate "tracks," it’s important to have a good version code
214scheme.  The recommended one can be found on the Version Codes area of our developer guide.  Since
215the example set of APKs is only dealing with one of 3 possible dimensions, it would be sufficient to
216separate each APK by 1000 and increment from there.  This might look like:</p>
217
218<p>Blue: 1001, 1002, 1003, 1004...<br />
219Green: 2001, 2002, 2003, 2004...<br />
220Red:3001, 3002, 3003, 3004...</p>
221
222<p>  Putting this all together, your Android Manifests would likely look something like the
223following:</p>
224<p>Blue:</p>
225<pre>
226&lt;manifest xmlns:android="http://schemas.android.com/apk/res/android"
227    android:versionCode="1001" android:versionName="1.0" package="com.example.foo"&gt;
228    &lt;supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" /&gt;
229    ...
230</pre>
231
232<p>Green:</p>
233<pre>
234&lt;manifest xmlns:android="http://schemas.android.com/apk/res/android"
235    android:versionCode="2001" android:versionName="1.0" package="com.example.foo"&gt;
236    &lt;supports-gl-texture android:name="GL_AMD_compressed_ATC_texture" /&gt;
237    ...
238</pre>
239
240<p>Red:</p>
241<pre>
242&lt;manifest xmlns:android="http://schemas.android.com/apk/res/android"
243    android:versionCode="3001" android:versionName="1.0" package="com.example.foo"&gt;
244    &lt;supports-gl-texture android:name="GL_IMG_texture_compression_pvrtc" /&gt;
245    ...
246</pre>
247
248<h2 id="PreLaunch">Go Over Pre-launch Checklist</h2>
249<p>Before uploading to Google Play, double-check the following items.  Remember that these are
250specifically relevant to multiple APKs, and in no way represent a complete checklist for all
251applications being uploaded to Google Play.</p>
252
253<ul>
254<li>All APKs must have the same package name</li>
255<li>All APKs must be signed with the same certificate</li>
256<li>Double check your manifest filters for conflicting information (an APK that only supports
257cupcake on XLARGE screens isn’t going to be seen by anybody)</li>
258<li>Each APK's manifest must be unique across at least one of supported screen, OpenGL texture, or
259platform version</li>
260<li>Try to test each APK on at least one device.  Barring that, you have one of the most
261customizable device emulators in the business sitting on your development machine.  Go nuts!</li>
262</ul>
263
264<p>It’s also worth inspecting the compiled APK before pushing to market, to make sure there aren’t
265any surprises that could hide your application on Google Play.  This is actually quite simple using the
266"aapt" tool.  Aapt (the Android Asset Packaging Tool) is part of the build process for creating and
267packaging your Android applications, and is also a very handy tool for inspecting them. </p>
268
269<pre class="no-pretty-print classic">
270&gt;aapt dump badging
271package: name='com.example.hello' versionCode='1' versionName='1.0'
272sdkVersion:'11'
273uses-permission:'android.permission.SEND_SMS'
274application-label:'Hello'
275application-icon-120:'res/drawable-ldpi/icon.png'
276application-icon-160:'res/drawable-mdpi/icon.png'
277application-icon-240:'res/drawable-hdpi/icon.png'
278application: label='Hello' icon='res/drawable-mdpi/icon.png'
279launchable-activity: name='com.example.hello.HelloActivity'  label='Hello' icon=''
280uses-feature:'android.hardware.telephony'
281uses-feature:'android.hardware.touchscreen'
282main
283supports-screens: 'xlarge'
284supports-any-density: 'true'
285locales: '--_--'
286densities: '120' '160' '240'
287</pre>
288
289<p>When you examine aapt output, be sure to check that you don’t have conflicting values for
290supports-screens and compatible-screens, and that you don’t have unintended "uses-feature" values
291that were added as a result of permissions you set in the manifest. In the example above, the APK
292will be invisible to most, if not all devices.</p>
293<p>Why?  By adding the required permission SEND_SMS, the feature requirement of android.hardware.telephony was implicitly added.  Since most (if not all) xlarge devices are tablets without telephony hardware in them, Google Play will filter out this APK in these cases, until future devices come along which are both large enough to report as xlarge screen size, and possess telephony hardware.
294</p>
295<p>Fortunately this is easily fixed by adding the following to your manifest:</p>
296<pre>
297&lt;uses-feature android:name="android.hardware.telephony" android:required="false" /&gt;
298</pre>
299<p>The <code>android.hardware.touchscreen</code> requirement is also implicitly added. If you want your APK to be visible on TVs which are non-touchscreen devices you should add the following to your manifest:</p>
300<pre>
301&lt;uses-feature android:name="android.hardware.touchscreen" android:required="false" /&gt;
302</pre>
303
304<p>Once you’ve completed the pre-launch checklist, upload your APKs to Google Play.  It may take a bit for the application to show up when browsing Google Play, but when it does, perform one last check.  Download the application onto any test devices you may have to make sure that the APKs are targeting the intended devices. Congratulations, you’re done!</p>
305