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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
12
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
113by reading <a
114href="{@docRoot}studio/projects/android-library.html">Create an Android Library</a>.</p>
115
116<p>If you’re converting an existing application to use multiple APK support,
117scour your codebase for every localized string file, list of values, theme
118colors, menu icons and layout that isn’t going to change across APKs, and put
119it all in the library project.  Code that isn’t going to change much should
120also go in the library project.  You’ll likely find yourself extending these
121classes to add a method or two from APK to APK.</p>
122
123<p>If, on the other hand, you’re creating the application from scratch, try as
124much as possible to write code in the library project <em>first</em>, then only move it down to an
125individual APK if necessary.  This is much easier to manage in the long run than adding it to one,
126then another, then another, then months later trying to figure out whether this blob can be moved up
127to the library section without screwing anything up.</p>
128
129<h2 id="CreateAPKs">Create New APK Projects</h2>
130<p>There should be a separate Android project for each APK you’re going to release.  For easy
131organization, place the library project and all related APK projects under the same parent folder.
132Also remember that each APK needs to have the same package name, although they don’t necessarily
133need to share the package name with the library.  If you were to have 3 APKs following the scheme
134described earlier, your root directory might look like this:</p>
135
136<pre class="no-pretty-print classic">
137alexlucas:~/code/multi-apks-root$ ls
138foo-blue
139foo-green
140foo-lib
141foo-red
142</pre>
143
144
145<p>Once the projects are created, add the library project as a reference to each APK project.  If
146possible, define your starting Activity in the library project, and extend that Activity in your APK
147project.  Having a starting activity defined in the library project gives you a chance to put all
148your application initialization in one place, so that each individual APK doesn’t have to
149re-implement "universal" tasks like initializing Analytics, running licensing checks, and any other
150initialization procedures that don’t change much from APK to APK.</p>
151
152
153<h2 id="AdjustManifests">Adjust the Manifests</h2>
154<p>When a user downloads an application which uses multiple APKs through Google Play, the correct
155APK to use is chosen using some simple rules:</p>
156
157<ul>
158<li>The manifest has to show that particular APK is eligible</li>
159<li>Of the eligible APKs, highest version number wins</li>
160<li>If <em>any</em> of the texture formats listed in your APK are supported by the device on market,
161that device is considered eligible</li>
162</ul>
163
164<p>With regards to GL Textures, that last rule is important.  It means that you should, for
165instance, be <em>very</em> careful about using different GL formats in the same application.  If you
166were to use PowerVR 99% of the time, but use ETC1 for, say, your splash screen... Then your manifest
167would necessarily indicate support for both formats.  A device that <em>only</em> supported ETC1
168would be deemed compatible, your app would download, and the user would see some thrilling crash
169messages.  The common case is going to be that if you’re using multiple APKs specifically to target
170different devices based on GL texture support, it’s going to be one texture format per APK.</p>
171
172<p>This actually makes texture support a little bit different than the other two multiple APK
173dimensions, API level and screen size.  Any given device only has one API level, and one screen
174size, and it’s up to the APK to support a range of them.  With textures, the APK will generally
175support one texture, and the device will support many.  There will often be overlap in terms of one
176device supporting many APKs, but the solution is the same:  Version codes.</p>
177
178<p>By way of example, take a few devices, and see how many of the APKs defined earlier fit each
179device.</p>
180<table cellpadding="10" cellspacing="0" border="1">
181  <tbody>
182    <tr>
183      <td>FooPhone</td>
184      <td>Nexus S</td>
185      <td>Evo</td>
186    </tr>
187    <tr>
188      <td class="blueCell">ETC1</td>
189      <td class="blueCell">ETC1</td>
190      <td class="blueCell">ETC1</td>
191    </tr>
192    <tr>
193      <td></td>
194      <td class="greenCell">PowerVR</td>
195      <td class="redCell">ATI TC</td>
196    </tr>
197  </tbody>
198</table>
199<p> Assuming that PowerVR and ATI formats are both preferred over ETC1 when available, than
200according to the "highest version number wins" rule, if we set the versionCode attribute in each APK
201such that red &#8805; green &#8805; blue, then both Red and Green will always be chosen over Blue on
202devices which support them, and should a device ever come along which supports both Red and Green,
203red will be chosen.
204</p>
205
206<p>  In order to keep all your APKs on separate "tracks," it’s important to have a good version code
207scheme.  The recommended one can be found on the Version Codes area of our developer guide.  Since
208the example set of APKs is only dealing with one of 3 possible dimensions, it would be sufficient to
209separate each APK by 1000 and increment from there.  This might look like:</p>
210
211<p>Blue: 1001, 1002, 1003, 1004...<br />
212Green: 2001, 2002, 2003, 2004...<br />
213Red:3001, 3002, 3003, 3004...</p>
214
215<p>  Putting this all together, your Android Manifests would likely look something like the
216following:</p>
217<p>Blue:</p>
218<pre>
219&lt;manifest xmlns:android="http://schemas.android.com/apk/res/android"
220    android:versionCode="1001" android:versionName="1.0" package="com.example.foo"&gt;
221    &lt;supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" /&gt;
222    ...
223</pre>
224
225<p>Green:</p>
226<pre>
227&lt;manifest xmlns:android="http://schemas.android.com/apk/res/android"
228    android:versionCode="2001" android:versionName="1.0" package="com.example.foo"&gt;
229    &lt;supports-gl-texture android:name="GL_AMD_compressed_ATC_texture" /&gt;
230    ...
231</pre>
232
233<p>Red:</p>
234<pre>
235&lt;manifest xmlns:android="http://schemas.android.com/apk/res/android"
236    android:versionCode="3001" android:versionName="1.0" package="com.example.foo"&gt;
237    &lt;supports-gl-texture android:name="GL_IMG_texture_compression_pvrtc" /&gt;
238    ...
239</pre>
240
241<h2 id="PreLaunch">Go Over Pre-launch Checklist</h2>
242<p>Before uploading to Google Play, double-check the following items.  Remember that these are
243specifically relevant to multiple APKs, and in no way represent a complete checklist for all
244applications being uploaded to Google Play.</p>
245
246<ul>
247<li>All APKs must have the same package name</li>
248<li>All APKs must be signed with the same certificate</li>
249<li>Double check your manifest filters for conflicting information (an APK that only supports
250cupcake on XLARGE screens isn’t going to be seen by anybody)</li>
251<li>Each APK's manifest must be unique across at least one of supported screen, OpenGL texture, or
252platform version</li>
253<li>Try to test each APK on at least one device.  Barring that, you have one of the most
254customizable device emulators in the business sitting on your development machine.  Go nuts!</li>
255</ul>
256
257<p>It’s also worth inspecting the compiled APK before pushing to market, to make sure there aren’t
258any surprises that could hide your application on Google Play.  This is actually quite simple using the
259"aapt" tool.  Aapt (the Android Asset Packaging Tool) is part of the build process for creating and
260packaging your Android applications, and is also a very handy tool for inspecting them. </p>
261
262<pre class="no-pretty-print classic">
263&gt;aapt dump badging
264package: name='com.example.hello' versionCode='1' versionName='1.0'
265sdkVersion:'11'
266uses-permission:'android.permission.SEND_SMS'
267application-label:'Hello'
268application-icon-120:'res/drawable-ldpi/icon.png'
269application-icon-160:'res/drawable-mdpi/icon.png'
270application-icon-240:'res/drawable-hdpi/icon.png'
271application: label='Hello' icon='res/drawable-mdpi/icon.png'
272launchable-activity: name='com.example.hello.HelloActivity'  label='Hello' icon=''
273uses-feature:'android.hardware.telephony'
274uses-feature:'android.hardware.touchscreen'
275main
276supports-screens: 'xlarge'
277supports-any-density: 'true'
278locales: '--_--'
279densities: '120' '160' '240'
280</pre>
281
282<p>When you examine aapt output, be sure to check that you don’t have conflicting values for
283supports-screens and compatible-screens, and that you don’t have unintended "uses-feature" values
284that were added as a result of permissions you set in the manifest. In the example above, the APK
285will be invisible to most, if not all devices.</p>
286<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.
287</p>
288<p>Fortunately this is easily fixed by adding the following to your manifest:</p>
289<pre>
290&lt;uses-feature android:name="android.hardware.telephony" android:required="false" /&gt;
291</pre>
292<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>
293<pre>
294&lt;uses-feature android:name="android.hardware.touchscreen" android:required="false" /&gt;
295</pre>
296
297<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>
298