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      1 page.title=Multiple APK Support
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      3 @jd:body
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      5 <div id="qv-wrapper">
      6 <div id="qv">
      7 
      8   <h2>Quickview</h2>
      9   <ul>
     10     <li>Simultaneously publish different APKs for different
     11 device configurations</li>
     12     <li>You should publish multiple APKs only when it's not possible to
     13 support all desired devices with a single APK</li>
     14   </ul>
     15 
     16   <h2>In this document</h2>
     17 <ol>
     18   <li><a href="#Concepts">Publishing Concepts</a>
     19     <ol>
     20       <li><a href="#Active">Active APKs</a></li>
     21       <li><a href="#SimpleAndAdvanced">Simple mode and advanced mode</a></li>
     22     </ol>
     23   </li>
     24   <li><a href="#HowItWorks">How Multiple APKs Work</a>
     25     <ol>
     26       <li><a href="#SupportedFilters">Supported filters</a></li>
     27       <li><a href="#Rules">Rules for multiple APKs</a></li>
     28     </ol>
     29   </li>
     30   <li><a href="#CreatingApks">Creating Multiple APKs</a>
     31     <ol>
     32       <li><a href="#VersionCodes">Assigning version codes</a></li>
     33     </ol>
     34   </li>
     35   <li><a href="#SingleAPK">Using a Single APK Instead</a>
     36     <ol>
     37       <li><a href="#TextureOptions">Supporting multiple GL textures</a></li>
     38       <li><a href="#ScreenOptions">Supporting multiple screens</a></li>
     39       <li><a href="#ApiLevelOptions">Supporting multiple API levels</a></li>
     40       <li><a href="#CpuArchOptions">Supporting multiple CPU architectures</a></li>
     41     </ol>
     42   </li>
     43 </ol>
     44 
     45   <h2>See also</h2>
     46 <ol>
     47   <li><a href="{@docRoot}google/play/expansion-files.html">APK Expansion Files</a></li>
     48   <li><a href="{@docRoot}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">Support Library</a></li>
     51   <li><a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#ApiLevels">Android API Levels</a></li>
     52 </ol>
     53 
     54 </div>
     55 </div>
     56 
     57 <p>Multiple APK support is a feature on Google Play that allows you to publish different APKs
     58 for your application that are each targeted to different device configurations. Each APK is a
     59 complete and independent version of your application, but they share the same application listing on
     60 Google Play and must share the same package name and be signed with the same release key. This
     61 feature is useful for cases in which your application cannot reach all desired devices with a single
     62 APK.</p>
     63 
     64 <p>Android-powered devices may differ in several ways and it's important
     65 to the success of your application that you make it available to as many devices as possible.
     66 Android applications usually run on most compatible devices with a single APK, by supplying
     67 alternative resources for different configurations (for example, different layouts for different
     68 screen sizes) and the Android system selects the appropriate resources for the device at runtime. In
     69 a few cases, however, a single APK is unable to support all device configurations, because
     70 alternative resources make the APK file too big (greater than 50MB) or other technical challenges
     71 prevent a single APK from working on all devices.</p>
     72 
     73 <p>Although <strong>we encourage you to develop and publish a single APK</strong> that supports as
     74 many device configurations as possible, doing so is sometimes not possible. To help
     75 you publish your application for as many devices as possible, Google Play allows you to
     76 publish multiple APKs under the same application listing. Google Play then supplies each APK to
     77 the appropriate devices based on configuration support you've declared in the manifest file of each
     78 APK. </p>
     79 
     80 <p>By publishing your application with multiple APKs, you can:</p>
     81 
     82 <ul>
     83   <li>Support different OpenGL texture compression formats with each APK.</li>
     84   <li>Support different screen sizes and densities with each APK.</li>
     85   <li>Support different platform versions with each APK.</li>
     86   <li>Support different CPU architectures with each APK (such as for ARM, x86, and MIPS, when your
     87   app uses the <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>).</li>
     88 </ul>
     89 
     90 <p>Currently, these are the only device characteristics that Google Play supports for publishing
     91 multiple APKs as the same application.</p>
     92 
     93 <p class="note"><strong>Note:</strong> You should generally use multiple APKs to support
     94 different device configurations <strong>only when your APK is too large</strong> (greater than
     95 50MB) due to the alternative resources needed for different device configurations.
     96 Using a single APK to support different configurations is always the best practice,
     97 because it makes the path for application updates simple and clear for users (and also makes
     98 your life simpler by avoiding development and publishing complexity). Read the section below about
     99 <a href="#SingleAPK">Using a Single APK Instead</a> to
    100 consider your options before publishing multiple APKs.</p>
    101 
    102 
    103 <h2 id="Concepts">Publishing Concepts</h2>
    104 
    105 <p>Before you start publishing multiple APKs on Google Play, you must understand a few
    106 concepts regarding how the Google Play Developer Console works.</p>
    107 
    108 <h3 id="Active">Active APKs</h3>
    109 
    110 <div class="sidebox-wrapper">
    111 <div class="sidebox">
    112   <h4>The difference between "Publish" and "Save"</h4>
    113   <p>When editing your application, there are two buttons on the top-right side of the page. The
    114 first button is either <strong>Publish</strong> or <strong>Unpublish</strong> and the second
    115 button is always <strong>Save</strong> (but its behavior changes).</p>
    116   <p>When your application is new or you have unpublished it from Google Play, the first
    117 button says <strong>Publish</strong>. Clicking it will publish any APKs listed as
    118 Active, making them available on Google Play. Also while your application is new
    119 or unpublished, clicking <strong>Save</strong> will save any changes you've made, such
    120 as information added to the Product details and APKs you've uploaded, but nothing is made visible on
    121 Google Play&mdash;this allows you to save your changes and sign out of the Developer Console before
    122 deciding to publish.</p>
    123  <p>Once you've published your application, the first button changes to
    124 <strong>Unpublish</strong>. Clicking it in this state unpublishes your application so that none
    125 of the APKs are available on Google Play. Also while published, the behavior of the
    126 <strong>Save</strong> button is different. In this state, clicking <strong>Save</strong> not
    127 only saves all your changes, but also publishes them to Google Play. For example, if you've
    128 already published your application and then make changes to your product details or activate new
    129 APKs, clicking <strong>Save</strong> makes all those changes live on Google Play.</p>
    130 </div>
    131 </div>
    132 
    133 
    134 <p>Before you can publish your application (whether publishing one or multiple APKs), you
    135 must "activate" your APK(s) from the <strong>APK files</strong> tab. When you activate an APK, it
    136 moves into the list of <em>Active</em> APKs. This list allows you to preview which APK(s)
    137 you're about to publish.</p>
    138 
    139 <p>If there are no errors, any "active" APK will be published to
    140 Google Play when you click the <strong>Publish</strong> button (if the application is
    141 unpublished) or when you click the <strong>Save</strong> button (if the application is
    142 already published).</p>
    143 
    144 
    145 <h3 id="SimpleAndAdvanced">Simple mode and advanced mode</h3>
    146 
    147 <p>The Google Play Developer Console provides two modes for managing the APKs associated with
    148 your application: <em>simple mode</em> and <em>advanced mode</em>. You can switch between these by
    149 clicking the
    150 link at the top-right corner of the <strong>APK files</strong> tab.</p>
    151 
    152 <p>Simple mode is the traditional way to publish an application, using one APK at a time. In
    153 simple mode, only one APK can be activated at a time. If you upload a new APK to update
    154 the application, clicking "Activate" on the new APK deactivates the currently
    155 active APK (you must then click <strong>Save</strong> to publish the new APK).</p>
    156 
    157 <p>Advanced mode allows you to activate and publish multiple APKs that are each designed for a
    158 specific set of device configurations. However, there are several rules based on the manifest
    159 declarations in each APK that determine whether you're allowed to activate each APK along with
    160 others. When you activate an APK and it violates one of the rules, you will receive an error or
    161 warning message. If it's an error, you cannot publish until you resolve the problem; if it's a
    162 warning, you can publish the activated APKs, but there might be unintended consequences as to
    163 whether your application is available for different devices. These rules are discussed more
    164 below.</p>
    165 
    166 
    167 <h2 id="HowItWorks">How Multiple APKs Work</h2>
    168 
    169 <p>The concept for using multiple APKs on Google Play is that you have just one entry in
    170 Google Play for your application, but different devices might download a different APK. This
    171 means that:</p>
    172 
    173 <ul>
    174   <li>You maintain only one set of product details (app description, icons, screenshots, etc.).
    175 This also means you <em>cannot</em> charge a different price for different APKs.</li>
    176   <li>All users see only one version of your application on Google Play, so they are not
    177 confused by different versions you may have published that are "for tablets" or
    178 "for phones."</li>
    179   <li>All user reviews are applied to the same application listing, even though users on different
    180 devices may have different APKs.</li>
    181   <li>If you publish different APKs for different versions of Android (for different API levels),
    182 then when a user's device receives a system update that qualifies them for a different APK you've
    183 published, Google Play updates the user's application to the APK designed for the higher version
    184 of Android. Any system data associated with the application is retained (the same as with normal
    185 application updates when using a single APK).</li>
    186 </ul>
    187 
    188 <p>To publish multiple APKs for the same application, you must enable <strong>Advanced mode</strong>
    189 in your application's <strong>APK files</strong> tab (as discussed in the previous section). Once
    190 in advanced mode, you can upload, activate, then publish multiple APKs for the same application. The
    191 following sections describe more about how it works.</p>
    192 
    193 
    194 <h3 id="SupportedFilters">Supported filters</h3>
    195 
    196 <p>Which devices receive each APK is determined by <a
    197 href="{@docRoot}google/play/filters.html">Google Play filters</a> that are specified by
    198 elements in the manifest file of each APK. However, Google Play allows you to publish multiple
    199 APKs only when each APK uses filters to support a variation of the following
    200 device characteristics:</p>
    201 
    202 <ul>
    203   <li><strong>OpenGL texture compression formats</strong>
    204     <p>This is based on your manifest file's <a
    205 href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html">{@code
    206 &lt;supports-gl-texture&gt;}</a> element(s).</p>
    207     <p>For example, when developing a game that uses OpenGL ES, you can provide one APK for
    208 devices that support ATI texture compression and a separate APK for devices
    209 that support PowerVR compression (among many others).</p>
    210   <br/>
    211   </li>
    212 
    213   <li><strong>Screen size (and, optionally, screen density)</strong>
    214     <p>This is based on your manifest file's <a
    215 href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
    216 &lt;supports-screens&gt;}</a> <em>or</em> <a
    217 href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
    218 &lt;compatible-screens&gt;}</a> element. You should never use both elements and you should use only
    219 <a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
    220 &lt;supports-screens&gt;}</a> when possible.</p>
    221     <p>For example, you can provide one APK that supports small and normal size screens and another
    222 APK that supports large and xlarge screens.</p>
    223 
    224     <p class="note"><strong>Note:</strong> The Android system provides strong support for
    225 applications to support all screen configurations with a single APK. You should avoid creating
    226 multiple APKs to support different screens unless absolutely necessary and instead follow the guide
    227 to <a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
    228 Screens</a> so that your application is flexible and can adapt to all screen configurations
    229 with a single APK.</p>
    230     <p class="caution"><strong>Caution:</strong> By default, all screen size attributes in the <a
    231 href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
    232 &lt;supports-screens&gt;}</a> element are "true" if you do not declare them otherwise. However,
    233 because the {@code android:xlargeScreens} attribute was added in Android 2.3 (API level
    234 9), Google Play will assume that it is "false" if your application does not set either <a
    235 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
    236 android:minSdkVersion}</a> or <a
    237 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code
    238 android:targetSdkVersion}</a> to "9" or higher.</p>
    239     <p class="caution"><strong>Caution:</strong> You should not combine both <a
    240 href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
    241 &lt;supports-screens&gt;}</a> and <a
    242 href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
    243 &lt;compatible-screens&gt;}</a> elements in your manifest file. Using both increases the chances
    244 that you'll introduce an error due to conflicts between them. For help deciding which to use, read
    245 <a href="{@docRoot}guide/practices/screens-distribution.html">Distributing to Specific Screens</a>.
    246 If you can't avoid using both, be aware that for any conflicts in agreement between a given size,
    247 "false" will win.</p>
    248   <br/>
    249   </li>
    250 
    251   <li><strong>API level</strong>
    252     <p>This is based on your manifest file's <a
    253 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code &lt;uses-sdk&gt;}</a> element.
    254 You
    255 can use both the <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
    256 android:minSdkVersion}</a> and <a
    257 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#max">{@code android:maxSdkVersion}</a>
    258 attributes to specify support for different API levels.</p>
    259     <p>For example, you can publish your application with one APK that supports API levels 4 - 7
    260 (Android 1.6 - 2.1)&mdash;using only APIs available since API level 4 or lower&mdash;and another
    261 APK that supports API levels 8 and above (Android 2.2+)&mdash;using APIs available since API level 8
    262 or lower.</p>
    263     <div class="note">
    264       <p><strong>Note:</strong></p>
    265       <ul>
    266         <li>If you use this characteristic as the factor to distinguish multiple APKs, then the APK
    267 with a higher <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
    268 android:minSdkVersion}</a> value must have a higher <a
    269 href="{@docRoot}guide/topics/manifest/manifest-element.html#vcode">{@code android:versionCode}</a>
    270 value. This is also true if two APKs overlap their device support based on a different supported
    271 filter. This ensures that when a device receives a system update, Google Play can offer the user
    272 an update for your application (because updates are based on an increase in the app version code).
    273 This requirement is described further in the section below about <a href="#Rules">Rules for
    274 multiple APKs</a>.</li>
    275         <li>You should avoid using <a
    276 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#max">{@code
    277 android:maxSdkVersion}</a> in general, because as long as you've properly developed your
    278 application with public APIs, it is always compatible with future versions of Android. If you want
    279 to publish a different APK for higher API levels, you still do not need to specify the
    280 maximum version, because if the <a
    281 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
    282 android:minSdkVersion}</a> is {@code "4"} in one APK and {@code "8"} in another, devices that
    283 support API level 8 or higher will always receive the second APK (because it's version code is
    284 higher, as per the previous note).</li>
    285     </ul>
    286   </div>
    287   </li>
    288 
    289   <li><strong>CPU architecture (ABI)</strong>
    290     <p>This is based on the native libraries included in each APK (which are
    291     determined by the architectures you declare in the {@code Application.mk}
    292     file) when using the Android NDK.</p></li>
    293 </ul>
    294 
    295 <p>Other manifest elements that enable <a
    296 href="{@docRoot}google/play/filters.html">Google Play filters</a>&mdash;but are not
    297 listed above&mdash;are still applied for each APK as usual. However, Google Play does not allow
    298 you to publish separate APKs based on variations of those device characteristics. Thus, you cannot
    299 publish multiple APKs if the above listed filters are the same for each APK (but the APKs differ
    300 based on other characteristics in the manifest or APK). For
    301 example, you cannot provide different APKs that differ purely on the <a
    302 href="{@docRoot}guide/topics/manifest/uses-configuration-element.html">{@code
    303 &lt;uses-configuration&gt;}</a> characteristics.</p>
    304 
    305 
    306 
    307 <h3 id="Rules">Rules for multiple APKs</h3>
    308 
    309 <p>Before you enable advanced mode to publish multiple APKs for your application, you need to
    310 understand the following rules that define how publishing multiple APKs works:</p>
    311 
    312 <ul>
    313   <li>All APKs you publish for the same application <strong>must have the same package
    314 name and be signed with the same certificate key</strong>.</li>
    315 
    316   <li>Each APK <strong>must have a different version code</strong>, specified by the
    317 <a href="{@docRoot}guide/topics/manifest/manifest-element.html#vcode">{@code
    318 android:versionCode}</a> attribute.</li>
    319 
    320   <li>Each APK <strong>must not exactly match the configuration support of another APK</strong>.
    321     <p>That is, each APK must declare slightly different support for at least one of
    322 the <a href="#SupportedFilters">supported Google Play filters</a> (listed above).</p>
    323     <p>Usually, you will differentiate your APKs based on a specific characteristic (such as the
    324 supported texture compression formats), and thus, each APK will declare support for different
    325 devices. However, it's OK to publish multiple APKs that overlap their support slightly. When two
    326 APKs do overlap (they support some of the same device configurations), a device that falls within
    327 that overlap range will receive the APK with a higher version code (defined by <a
    328 href="{@docRoot}guide/topics/manifest/manifest-element.html#vcode">{@code
    329 android:versionCode}</a>).</p></li>
    330 
    331   <li>You cannot activate a new APK that has a version code lower than that of the APK it's
    332 replacing. For example, say you have an active APK for screen sizes small - normal with version code
    333 0400, then try to replace it with an APK for the same screen sizes with version code 0300. This
    334 raises an error, because it means users of the previous APK will not be able to update the
    335 application.</li>
    336 
    337   <li>An APK that requires a <strong>higher API level</strong> must have a <strong>higher
    338 version code</strong>.
    339     <p>This is true only when either: the APKs differ based <em>only</em> on the
    340 supported API levels (no other <a href="#SupportedFilters">supported filters</a>
    341 distinguish the APKs from each other) <em>or</em> when the APKs do use another supported filter, but
    342 there is an overlap between the APKs within that filter.</p>
    343     <p>This is important because a user's device receives an application update from
    344 Google Play only if the version code for the APK on Google Play is higher than the version
    345 code of the APK currently on the device. This ensures that if a device receives a system update that
    346 then qualifies it to install the APK for higher API levels, the device receives an application
    347 update because the version code increases.</p>
    348 <p class="note"><strong>Note:</strong> The size of the version code increase is irrelevant; it
    349 simply needs to be larger in the version that supports higher API levels.</p>
    350     <p>Here are some examples:</p>
    351     <ul>
    352       <li>If an APK you've uploaded for API levels 4 and above (Android 1.6+) has a version code of
    353 {@code 0400}, then an APK for API levels 8 and above (Android 2.2+) must be {@code 0401} or
    354 greater. In this case, the API level is the only supported filter used, so the version codes
    355 <strong>must increase</strong> in correlation with the API level support for each APK, so that users
    356 get an update when they receive a system update.</li>
    357       <li>If you have one APK that's for API level 4 (and above) <em>and</em> small -
    358 large screens, and another APK for API level 8 (and above) <em>and</em> large - xlarge screens, then
    359 the version codes <strong>must increase</strong> in correlation with the API levels.
    360 In this case, the API level filter is used to
    361 distinguish each APK, but so is the screen size. Because the screen sizes overlap (both APKs
    362 support large screens), the version codes must still be in order. This ensures that a large screen
    363 device that receives a system update to API level 8 will receive an update for the second
    364 APK.</li>
    365       <li>If you have one APK that's for API level 4 (and above) <em>and</em> small -
    366 normal screens, and another APK for API level 8 (and above) <em>and</em> large - xlarge
    367 screens, then the version codes <strong>do not need to increase</strong> in correlation with the API
    368 levels. Because there is no overlap within the screen size filter, there are no devices that
    369 could potentially move between these two APKs, so there's no need for the version codes to
    370 increase from the lower API level to the higher API level.</li>
    371       <li>If you have one APK that's for API level 4 (and above) <em>and</em> ARMv7 CPUs,
    372 and another APK for API level 8 (and above) <em>and</em> ARMv5TE CPUs,
    373 then the version codes <strong>must increase</strong> in correlation with the API levels.
    374 In this case, the API level filter is used to
    375 distinguish each APK, but so is the CPU architecture. Because an APK with ARMv5TE libraries is
    376 compatible with devices that have an ARMv7 CPU, the APKs overlap on this characteristic.
    377 As such, the version code for the APK that supports API level 8 and above must be higher.
    378 This ensures that a device with an ARMv7 CPU that receives a system update to API level 8
    379 will receive an update for the second APK that's designed for API level 8.
    380 However, because this kind of update results in the ARMv7 device using an APK that's not
    381 fully optimized for that device's CPU, you should provide an
    382 APK for both the ARMv5TE and the ARMv7 architecture at each API level in order to optimize
    383 the app performance on each CPU.
    384 <strong>Note:</strong> This applies <em>only</em> when comparing APKs with the ARMv5TE and
    385 ARMv7 libraries, and not when comparing other native libraries.</li>
    386     </ul>
    387   </li>
    388 
    389 </ul>
    390 
    391 <p>Failure to abide by the above rules results in an error on the Google Play Developer Console
    392 when you activate your APKs&mdash;you will be unable to publish your application until you
    393 resolve the error.</p>
    394 
    395 <p>There are other conflicts that might occur when you activate your APKs, but which will result
    396 in warnings rather than errors. Warnings can be caused by the following:</p>
    397 
    398 <ul>
    399   <li>When you modify an APK to "shrink" the support for a device's characteristics and no other
    400 APKs support the devices that then fall outside the supported range. For example, if an APK
    401 currently supports small and normal size screens and you change it to support only small screens,
    402 then you have shrunk the pool of supported devices and some devices will no longer see your
    403 application on Google Play. You can resolve this by adding another APK that supports normal size
    404 screens so that all previously-supported devices are still supported.</li>
    405 
    406   <li>When there are "overlaps" between two or more APKs. For example, if an APK supports screen
    407 sizes small, normal, and large, while another APK supports sizes large and xlarge, there is an
    408 overlap, because both APKs support large screens. If you do not resolve this, then devices that
    409 qualify for both APKs (large screen devices in the example) will receive whichever APK has the
    410 highest version code.
    411   <p class="note"><strong>Note:</strong> If you're creating separate APKs for different CPU
    412   architectures, be aware that an APK for ARMv5TE will overlap with an APK for ARMv7. That is,
    413   an APK designed for ARMv5TE is compatible with an ARMv7 device,
    414 but the reverse is not true (an APK with only the ARMv7 libraries is
    415 <em>not</em> compatible with an ARMv5TE device).</li>
    416 </ul>
    417 
    418 <p>When such conflicts occur, you will see a warning message, but you can still publish your
    419 application.</p>
    420 
    421 
    422 
    423 <h2 id="CreatingApks">Creating Multiple APKs</h2>
    424 
    425 <p>Once you decide to publish multiple APKs, you probably need to create separate
    426 Android projects for each APK you intend to publish so that you can appropriately develop them
    427 separately. You can do this by simply duplicating your existing project and give it a new name.
    428 (Alternatively, you might use a build system that can output different resources&mdash;such
    429 as textures&mdash;based on the build configuration.)</p>
    430 
    431 <p class="note"><strong>Tip:</strong> One way to avoid duplicating large portions of your
    432 application code is to use a <a
    433 href="{@docRoot}tools/projects/index.html#LibraryProjects">library project</a>. A library
    434 project holds shared code and resources, which you can include in your actual application
    435 projects.</p>
    436 
    437 <p>When creating multiple projects for the same application, it's a good practice to identify each
    438 one with a name that indicates the device restrictions to be placed on the APK, so you can
    439 easily identify them. For example, "HelloWorld_8" might be a good name for an
    440 application designed for API level 8 and above.</p>
    441 
    442 <p class="note"><strong>Note:</strong> All APKs you publish for the same application
    443 <strong>must have the same package name and be signed with the same certificate key</strong>. Be
    444 sure you also understand each of the <a href="#Rules">Rules for multiple APKs</a>.</p>
    445 
    446 
    447 <h3 id="VersionCodes">Assigning version codes</h3>
    448 
    449 <p>Each APK for the same application <strong>must have a unique version code</strong>, specified by
    450 the <a href="{@docRoot}guide/topics/manifest/manifest-element.html#vcode">{@code
    451 android:versionCode}</a> attribute. You must be careful about assigning version codes when
    452 publishing multiple APKs, because they must each be different, but in some
    453 cases, must or should be defined in a specific order, based on the configurations that each APK
    454 supports.</p>
    455 
    456 <h4>Ordering version codes</h4>
    457 
    458 <p>An APK that requires a higher API level must usually have a higher version code. For example, if
    459 you create two APKs to support different API levels, the APK for the higher API levels must have the
    460 higher version code. This ensures that if a device receives a system update that then qualifies it
    461 to install the APK for higher API levels, the user receives a notification to update the app. For
    462 more information about how this requirement applies, see the section above about <a
    463 href="#Rules">Rules for multiple APKs</a>.</p>
    464 
    465 <p>You should also consider how the order of version codes might affect which APK your users
    466 receive either due to overlap between coverage of different APKs or future changes you might make to
    467 your APKs.</p>
    468 
    469 <p>For example, if you have different APKs based on screen size, such as one for small - normal and
    470 one for large - xlarge, but foresee a time when you will change the APKs to be one for small and one
    471 for normal - xlarge, then you should make the version code for the large - xlarge APK be higher.
    472 That way, a normal size device will receive the appropriate update when you make the change, because
    473 the version code increases from the existing APK to the new APK that now supports the device. </p>
    474 
    475 <p>Also, when creating multiple APKs that differ based on support for different OpenGL texture
    476 compression formats, be aware that many devices support multiple formats. Because a device
    477 receives the APK with the highest version code when there is an overlap in coverage between two
    478 APKs, you should order the version codes among your APKs so that the APK with the
    479 preferred compression format has the highest version code. For example, you might want to perform
    480 separate builds for your app using PVRTC, ATITC, and ETC1 compression formats. If you prefer these
    481 formats in this exact order, then the APK that uses PVRTC should have the highest version code, the
    482 APK that uses ATITC has a lower version code, and the version with ETC1 has the lowest. Thus, if a
    483 device supports both PVRTC and ETC1, it receives the APK with PVRTC, because it has the highest
    484 version code.</p>
    485 
    486 
    487 <h4>Using a version code scheme</h4>
    488 
    489 <p>In order to allow different APKs to update their version codes independent of others (for
    490 example, when you fix a bug in only one APK, so don't need to update all APKs), you should use a
    491 scheme for your version codes that
    492 provides sufficient room between each APK so that you can increase the code in one without requiring
    493 an increase in others. You should also include your actual version name in the code (that is, the
    494 user visible version assigned to <a
    495 href="{@docRoot}guide/topics/manifest/manifest-element.html#vname">{@code android:versionName}</a>),
    496 so that it's easy for you to associate the version code and version name.</p>
    497 
    498 <p class="note"><strong>Note:</strong> When you increase the version code for an APK, Google
    499 Play will prompt users of the previous version to update the application. Thus, to avoid
    500 unnecessary updates, you should not increase the version code for APKs that do not actually
    501 include changes.</p>
    502 
    503 <p>We suggest using a version code with at least 7 digits: integers that represent
    504 the supported configurations are in the higher order bits, and the version name (from <a
    505 href="{@docRoot}guide/topics/manifest/manifest-element.html#vname">{@code
    506 android:versionName}</a>) is in the lower order bits. For example, when the application version
    507 name is 3.1.0, version codes for an API level 4
    508 APK and an API level 11 APK would be something like 0400310 and 1100310, respectively. The first
    509 two digits are reserved for the API Level (4 and 11, respectively), the middle two digits are for
    510 either screen sizes or GL texture formats (not used in these examples), and the last three digits
    511 are for the application's version name (3.1.0). Figure 1 shows two examples that split based on both
    512 the platform version (API Level) and screen size.</p>
    513 
    514 <img src="{@docRoot}images/market/version-codes.png" alt="" />
    515 <p class="img-caption"><strong>Figure 1.</strong> A suggested scheme for your version codes,
    516 using the first two digits for the API Level, the second and third digits for the minimum and
    517 maximum screen size (1 - 4 indicating each of the four sizes) or to denote the texture formats
    518 and the last three digits for the app version.</p>
    519 
    520 <p>This scheme for version codes is just a suggestion for how you should establish a
    521 pattern that is scalable as your application evolves. In particular, this scheme doesn't
    522 demonstrate a solution for identifying different texture compression formats. One option might be
    523 to define your own table that specifies a different integer to each of the different
    524 compression formats your application supports (for example, 1 might correspond to ETC1 and 2 is
    525 ATITC, and so on).</p>
    526 
    527 <p>You can use any scheme you want, but you should carefully consider how future versions of your
    528 application will need to increase their version codes and how devices can receive updates when
    529 either the device configuration changes (for example, due to a system update) or when you modify the
    530 configuration support for one or several of the APKs.</p>
    531 
    532 
    533 
    534 
    535 <h2 id="SingleAPK">Using a Single APK Instead</h2>
    536 
    537 <p><strong>Creating multiple APKs for your application is not the normal procedure</strong> for
    538 publishing an application on Google Play. In most cases, you should be able to publish your
    539 application to most users with a single APK and we encourage that you do so. When you encounter
    540 a situation in which using a single APK becomes difficult, you should carefully consider all your
    541 options before deciding to publish multiple APKs.</p>
    542 
    543 <p>First of all, there are a few key benefits to developing a single APK that supports all
    544 devices:</p>
    545 
    546 <ul>
    547   <li><strong>Publishing and managing your application is easier.</strong>
    548     <p>With only one APK to worry about at any given time, you're less likely to become confused by
    549 which APK is what. You also don't have to keep track of multiple version codes for each
    550 APK&mdash;by using only one APK, you can simply increase the version code with each release and
    551 be done.</p>  </li>
    552   <li><strong>You need to manage only a single code base.</strong>
    553     <p>Although you can use a <a
    554 href="{@docRoot}tools/projects/index.html#LibraryProjects">library project</a>
    555 to share code between multiple Android projects, it's still likely that you'll reproduce some code
    556 across each project and this could become difficult to manage, especially when resolving
    557 bugs.</p></li>
    558   <li><strong>Your application can adapt to device configuration changes.</strong>
    559     <p>By creating a single APK that contains all the resources for each device configuration, your
    560 application can adapt to configuration changes that occur at runtime. For example, if the user docks
    561 or otherwise connects a handset device to a larger screen, there's a chance that this will invoke a
    562 system configuration change to support the larger screen. If you include all resources for different
    563 screen configurations in the same APK, then your application will load alternative resources and
    564 optimize the user experience for the new interface.</p>
    565   </li>
    566   <li><strong>App restore across devices just works.</strong>
    567     <p>If a user has enabled data backup on his or her current device and then buys a new device
    568 that has a different configuration, then when the user's apps are automatically restored during
    569 setup, the user receives your application and it runs using the resources optimized for that device.
    570 For example, on a new tablet, the user receives your application and it runs with your
    571 tablet-optimized resources. This restore
    572 process does not work across different APKs, because each APK can potentially have different
    573 permissions that the user has not agreed to, so Google Play may not restore the application at
    574 all. (If you use multiple APKs, the user receives either the exact same APK if it's compatible or
    575 nothing at all and must manually download your application to get the APK designed for the new
    576 device.)</p></li>
    577 </ul>
    578 
    579 <p>The following sections describe some of the other options you should use to support multiple
    580 device configurations before deciding to publish multiple APKs.</p>
    581 
    582 
    583 
    584 <h3 id="TextureOptions">Supporting multiple GL textures</h3>
    585 
    586 <p>To support multiple types of GL textures with a single APK, your application should query the GL
    587 texture formats supported on the device and then use the appropriate resources or download
    588 them from a web server. For example, in order to keep the size of your APK small, you can query the
    589 device's support for different GL texture formats when the application starts for the first time and
    590 then download only the textures you need for that device.</p>
    591 
    592 <p>For maximum performance and compatibility, your application should use ETC1 textures wherever it
    593 doesn't impact the visual quality. However, because ETC1 cannot deal with images that have drastic
    594 chroma changes, such as line art and (most) text, and doesn't support alpha, it may not the best
    595 format for all textures.</p>
    596 
    597 <p>With a single APK, you should try to use ETC1 textures and uncompressed textures whenever
    598 reasonable, and consider the use of PVRTC, ATITC, or DXTC as a last resort when ETC1 does not
    599 suffice.</p>
    600 
    601 <p>Here's an example query for supported texture compression formats from inside a
    602 {@link android.opengl.GLSurfaceView.Renderer GLSurfaceView.Renderer}:</p>
    603 
    604 <pre>
    605 public void onSurfaceChanged(GL10 gl, int w, int h) {
    606     String extensions = gl.glGetString(GL10.GL_EXTENSIONS);
    607     Log.d("ExampleActivity", extensions);
    608 }
    609 </pre>
    610 
    611 <p>This returns a string that lists each of the supported compression formats.</p>
    612 
    613 
    614 
    615 <h3 id="ScreenOptions">Supporting multiple screens</h3>
    616 
    617 <p>Unless your APK file exceeds the Google Play size limit of 50MB, supporting multiple screens
    618 should always be done with a single APK. Since Android 1.6, the Android system manages most of the
    619 work required for your application to run successfully on a variety of screen sizes and
    620 densities.</p>
    621 
    622 <p>To further optimize your application for different screen sizes and densities, you should provide
    623 <a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative
    624 resources</a> such as bitmap drawables at different resolutions and different layout designs for
    625 different screen sizes.</p>
    626 
    627 <p>For more information about how to support multiple screens with a single APK, read <a
    628 href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a>.</p>
    629 
    630 <p>Additionally, you should consider using a support library from the <a
    631 href="{@docRoot}tools/extras/support-library.html">Compatibility Package</a> so that you can add <a
    632 href="{@docRoot}guide/components/fragments.html">Fragments</a> to your activity designs
    633 when running on larger screens such as tablets.</p>
    634 
    635 
    636 
    637 <h3 id="ApiLevelOptions">Supporting multiple API levels</h3>
    638 
    639 <p>If you want to support as many versions of the Android platform as possible, you should use
    640 only APIs available in the lowest reasonable version. For example, your application may not require
    641 APIs newer than Android 2.1 (API Level 7), which makes an application available to
    642 over 95% of Android-powered devices (as indicated by the <a
    643 href="{@docRoot}about/dashboards/index.html">Platform Versions</a> dashboard).</p>
    644 
    645 <p>By using a support library from the <a
    646 href="{@docRoot}tools/extras/support-library.html">Compatibility Package</a>, you can also use APIs
    647 from some of the latest versions (such as Android 3.0) while
    648 still supporting versions as low as Android 1.6. The support library includes APIs for <a
    649 href="{@docRoot}guide/components/fragments.html">Fragments</a>, <a
    650 href="{@docRoot}guide/components/loaders.html">Loaders</a>, and more. Using the fragment
    651 APIs is particularly valuable so that you can optimize your user interface for large devices such as
    652 tablets.</p>
    653 
    654 <p>Alternatively, if you want to use some APIs that are available only in newer versions of Android
    655 (which your application can still function without), then you should consider using reflection. By
    656 using reflection, you can check whether the current device supports certain APIs. If the APIs are
    657 not available, your application can gracefully disable and hide the feature.</p>
    658 
    659 <p>Another way to use new APIs only when running on a version that supports them is to check the
    660 API level of the current device. That is, you can query the value of {@link
    661 android.os.Build.VERSION#SDK_INT} and create different code paths depending on the API level
    662 supported by the device. For example:</p>
    663 
    664 <pre>
    665 if (android.os.Build.VERSION.SDK_INT >= 11) {
    666     // Use APIs supported by API level 11 (Android 3.0) and up
    667 } else {
    668     // Do something different to support older versions
    669 }
    670 </pre>
    671 
    672 
    673 <h3 id="CpuArchOptions">Supporting multiple CPU architectures</h3>
    674 
    675 <p>When using the Android NDK, you can create a single APK that supports multiple CPU architectures
    676 by declaring each of the desired architectures with the {@code APP_ABI} variable in the
    677 <code>Application.mk</code> file.</p>
    678 
    679 <p>For example, here's an <code>Application.mk</code> file that declares support for three
    680 different CPU architectures:</p>
    681 
    682 <pre>
    683 APP_ABI := armeabi armeabi-v7a mips
    684 APP_PLATFORM := android-9
    685 </pre>
    686