1 page.title=Optimizing Apps for Android 3.0 2 excludeFromSuggestions=true 3 @jd:body 4 5 6 <div id="deprecatedSticker"> 7 <a href="#" 8 onclick="$('#naMessage').show();$('#deprecatedSticker').hide();return false"> 9 <strong>This doc is deprecated</strong></a> 10 </div> 11 12 13 <div id="naMessage" style="display:block"> 14 <div><p><strong>This document has been deprecated.</strong></p> 15 <p>To learn about how you can optimize your app for both tablets and handsets, please 16 read the guide to <a href="tablets-and-handsets.html">Supporting Tablets and 17 Handsets</a>.</p> 18 19 <input style="margin-top:1em;padding:5px" type="button" 20 value="That's nice, but I still want to read this document" 21 onclick="$('#naMessage').hide();$('#deprecatedSticker').show()" /> 22 </div> 23 </div> 24 25 26 27 28 29 30 <div id="qv-wrapper"> 31 <div id="qv"> 32 <h2>In this document</h2> 33 <ol> 34 <li><a href="#Setup">Setting Up Your SDK with Android 3.0</a></li> 35 <li><a href="#Optimizing">Optimizing Your App for Tablets</a></li> 36 <li><a href="#Upgrading">Upgrading or Developing a New App for Tablets</a></li> 37 <li><a href="#ManagingAppDist">Managing App Distribution Based on Screen Configuration</a> 38 <ol> 39 <li><a href="#FilteringTabletApps">Filtering a tablet app from mobile devices</a></li> 40 <li><a href="#FilteringMobileApps">Filtering a mobile device app from tablets</a></li> 41 </ol> 42 </li> 43 <li><a href="#Issues">Other Issues</a> 44 <ol> 45 <li><a href="#Landscape">Adding support for landscape screens</a></li> 46 <li><a href="#Telephony">Using telephony or other variable features</a></li> 47 </ol> 48 </li> 49 </ol> 50 51 <h2>See also</h2> 52 53 <ol> 54 <li><a href="tablets-and-handsets.html">Supporting Tablets 55 and Handsets</a></li> 56 <li><a 57 href="{@docRoot}tools/support-library/index.html">Compatibility Library</a></li> 58 <li><a href="http://code.google.com/p/iosched/">Google I/O App source code</a></li> 59 </ol> 60 61 </div> 62 </div> 63 64 <p>Android 3.0 introduces several features that allow 65 you to enhance your user's experience on tablets and similar devices. Any application you've already 66 published is compatible with devices running Android 3.0, by default, because Android applications 67 are forward-compatible. However, new tablet devices running Android 3.0 are now available to the 68 public and provide users a new Android experience on a larger screen, so you should make sure 69 your application looks and works great on the new platform and new device form-factors.</p> 70 71 <p>This document shows how you can optimize your existing application for Android 3.0 and 72 maintain compatibility with older versions or upgrade your application completely with new APIs.</p> 73 74 75 <p><b>To get started:</b></p> 76 77 <ol> 78 <li><a href="#Setup">Set up your SDK with Android 3.0</a>. 79 <p>Install the Android 3.0 platform, new tools, and set up a new AVD.</p></li> 80 <li>Choose to either optimize or upgrade: 81 <ol type="a"> 82 <li><a href="#Optimizing">Optimize your app for tablets and similar devices</a>. 83 <p>Read this section if you have an existing application and want to 84 maintain compatibility with older versions of Android. All you need to do is update your 85 manifest file to declare support for Android 3.0, test your application on the new platform, and 86 add extra resources to support extra large screens, as appropriate.</p> 87 </li> 88 <li><a href="#Upgrading">Upgrade or develop a new app for tablets and similar devices</a>. 89 <p>Read this section if you want to upgrade your application to use APIs introduced in 90 Android 3.0 or create a new application targeted to tablets and similar devices. Compared to 91 upgrading to previous versions of Android, there's nothing different about upgrading to Android 3.0. 92 This section introduces some of the key features and APIs you should use to make an 93 application that's fully enhanced for tablets.</p></li> 94 </ol> 95 </li> 96 <li>Consider whether you need to <a href="#ManagingAppDist">manage the distribution of your 97 application based on screen configuration</a>.</li> 98 <li>Then review some <a href="#Issue">other issues</a> you might encounter when developing 99 for tablets and similar devices.</li> 100 </ol> 101 102 103 <h2 id="Setup">Set Up Your SDK with Android 3.0</h2> 104 105 <p>To start testing and developing your application on Android 3.0, set up your existing Android 106 SDK with the new platform:</p> 107 108 <p>(If you don't have an existing Android SDK, <a href="{@docRoot}sdk/index.html">download the 109 SDK starter package now</a>.)</p> 110 111 <ol> 112 <li><a href="{@docRoot}sdk/exploring.html#launching">Launch the Android SDK 113 Manager</a> and install the following: 114 <ul> 115 <li>SDK Platform Android 3.0</li> 116 <li>Android SDK Tools, revision 10</li> 117 <li>Android SDK Platform-tools, revision 3</li> 118 <li>Documentation for Android SDK, API 11</li> 119 <li>Samples for SDK API 11</li> 120 </ul> 121 </li> 122 <li><a href="{@docRoot}tools/devices/managing-avds.html">Create an AVD</a> for a tablet-type 123 device: 124 <p>Set the target to "Android 3.0" and the skin to "WXGA" (the default skin).</p></li> 125 </ol> 126 127 <p>The best way to test your application on Android 3.0 is to use real hardware running Android 3.0, 128 such as the <a href="http://www.motorola.com/staticfiles/Consumers/XOOM/index.html">Motorola 129 Xoom</a>. Of course, you can also use the Android emulator on your development machine, but because 130 the Android emulator must simulate the ARM instruction set on your computer and the WXGA screen is 131 significantly larger than a typical virtual device, emulator performance is much slower than a real 132 device.</p> 133 134 <h3>About emulator performance</h3> 135 136 <p>Initializing the emulator can be slow and can take several minutes, depending on 137 your hardware. When the emulator is booting, there is limited user feedback, so please be patient 138 and wait until you see the home screen (or lock screen) appear. </p> 139 140 <p>However, you don't need to boot the emulator each time you rebuild your 141 application—typically you only need to boot at the start of a session and keep it running. 142 Also see the tip below for information about using a snapshot to drastically reduce startup time 143 after the first initialization. </p> 144 145 <p>General performance in the emulator is also slow. We're working hard to resolve the performance 146 issues and it will improve in future tools releases. If you don't yet have a real device running 147 Android 3.0, the emulator is still best way to evaluate your application's appearance and 148 functionality on Android 3.0.</p> 149 150 <p class="note"><strong>Tip:</strong> To improve the startup time for the emulator, enable snapshots 151 for the AVD when you create it with the AVD Manager (there's a checkbox in the AVD creator 152 to <strong>Enable</strong> snapshots). Then, start the AVD from the AVD manager and check <b>Launch 153 from snapshot</b> and <b>Save to snapshot</b>. This way, when you close the emulator, a snapshot of 154 the AVD state is saved and used to quickly relaunch the AVD next time. However, when you choose to 155 save a snapshot, the emulator will be slow to close, so you might want to disable <b>Save to 156 snapshot</b> after you've acquired an initial snapshot (after you close the AVD for the first 157 time).</p> 158 159 160 161 <h2 id="Optimizing">Optimizing Your App for Tablets</h2> 162 163 <p>If you've already developed an application for an earlier version of Android, there are a few 164 things you can do to optimize it for a tablet-style experience on Android 3.0 without changing the 165 minimum version required (you don't need to change your manifest's <a 166 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code 167 android:minSdkVersion}</a>).</p> 168 169 <p class="note"><strong>Note:</strong> All Android applications are forward-compatible, so 170 there's nothing you <em>have to</em> do—if your application is a good citizen of the Android 171 APIs, your app should work fine on devices running Android 3.0. However, in order to provide users 172 a better experience when using your app on an Android 3.0 tablet or similar-size device, you 173 should update your application to inherit the new system theme and provide some optimizations for 174 larger screens.</p> 175 176 <p>Here are a few things you can do to optimize your application for devices running Android 177 3.0:</p> 178 179 <ol> 180 <li><b>Test your current application on Android 3.0</b> 181 <ol> 182 <li>Build your application as-is and install it on your Android 3.0 AVD (created above during 183 <a href="#Setup">setup</a>).</li> 184 <li>Perform your usual tests to be sure everything works and looks as expected.</li> 185 </ol> 186 </li> 187 188 <li><b>Apply the new "holographic" theme to your application</b> 189 <ol> 190 <li>Open your manifest file and update the <a 191 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code <uses-sdk>}</a> element to 192 set <a 193 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code 194 android:targetSdkVersion}</a> to {@code "11"}. For example: 195 <pre> 196 <manifest ... > 197 <uses-sdk android:minSdkVersion="4" 198 android:targetSdkVersion="11" /> 199 <application ... > 200 ... 201 <application> 202 </manifest> 203 </pre> 204 <p>By targeting the Android 3.0 platform, the system automatically applies the holographic theme 205 to each activity when your application runs on an Android 3.0 device. The holographic theme 206 provides a new design for widgets, such as buttons and text boxes, and new styles for other 207 visual elements. This is the standard theme for applications built for Android 3.0, so your 208 application will look and feel consistent with the system and other applications when it is 209 enabled.</p> 210 <p>Additionally, when an activity uses the holographic theme, the system enables the <a 211 href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a> for the activity and removes the 212 Options Menu button in the system bar. The Action Bar 213 replaces the traditional title bar at the top of the activity window and provides the user access to 214 the activity's Options Menu.</p> 215 </li> 216 <li>Build your application against the same version of the Android platform you have been 217 using previously (such as the version declared in your <a 218 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>), 219 but install it on the Android 3.0 AVD. (You should not build against Android 3.0 unless you are 220 using new APIs.) Repeat your tests to be sure that your user interface works well with the 221 holographic theme. 222 <p class="note"><strong>Note:</strong> If you have applied other themes directly to your 223 activities, they will override the inherited holographic theme. To resolve this, you can use 224 the <a href="{@docRoot}guide/topics/resources/providing-resources.html#VersionQualifier">platform 225 version qualifier</a> to provide an alternative theme for Android 3.0 devices that's based on the 226 holographic theme. For more information, read how to <a 227 href="{@docRoot}guide/topics/ui/themes.html#SelectATheme">select a theme based on platform 228 version</a>.</p> 229 </ol> 230 </li> 231 232 <li><b>Supply alternative layout resources for xlarge screens</b> 233 <p>By providing <a 234 href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative 235 resources</a> when running on extra large screens (using the <code>xlarge</code> resource 236 qualifier), you can improve the user experience of your application on tablet-type devices without 237 using new APIs.</p> 238 <p>For example, here are some things to consider when creating a new layout for extra large 239 screens:</p> 240 <ul> 241 <li>Landscape layout: The "normal" orientation for tablet-type devices is usually landscape 242 (wide), so you should be sure that your activities offer a layout that's optimized for a wide 243 viewing area. <p>You can specify landscape resources with the <code>land</code> resource 244 qualifier, but if you want alternative resources for an extra large landscape screen, you 245 should use both the <code>xlarge</code> and <code>land</code> qualifiers. For example, {@code 246 res/layout-xlarge-land/}. The order of the qualifier names is important; see <a 247 href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources"> 248 Providing Alternative Resources</a> for more information.</p></li> 249 <li>Button position and size: Consider whether the position and size of the most common 250 buttons in your UI make them easily accessible while holding a tablet with two hands. In some 251 cases, you might need to resize buttons, especially if they use {@code "wrap_content"} 252 as the width value. To enlarge the buttons, if necessary, you should either: add 253 extra padding to the button; specify dimension values with {@code dp} units; or use {@code 254 android:layout_weight} when the button is in a <a 255 href="{@docRoot}guide/topics/ui/layout-objects.html#linearlayout">linear layout</a>. Use your 256 best judgment of proportions for each screen size—you don't want the buttons to be too big, 257 either.</li> 258 <li>Font sizes: Be sure your application uses {@code sp} units when setting font 259 sizes. This alone should ensure a readable experience on tablet-style devices, because it is a 260 scale-independent pixel unit, which will resize as appropriate for the current screen configuration. 261 In some cases, however, you still might want to consider larger font sizes for <code>xlarge</code> 262 configurations.</li> 263 </ul> 264 <p>In general, always be sure that your application follows the <a 265 href="{@docRoot}guide/practices/screens_support.html#screen-independence">Best Practices 266 for Screen Independence</a>.</p> 267 </li> 268 </ol> 269 270 271 272 273 <h2 id="Upgrading">Upgrading or Developing a New App for Tablets</h2> 274 275 <div class="sidebox-wrapper"> 276 <div class="sidebox"> 277 <h3>Use the Compatibility Library to remain backward-compatible</h3> 278 <p>It is possible for you to upgrade your application with some new 279 APIs <em>and</em> remain compatible with older versions of Android. Usually, this requires that you 280 use techniques such as reflection to check for the availability of certain APIs at runtime. However, 281 to help you add features from Android 3.0 without requiring you to change your <a 282 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a> 283 or build target, we're providing a static library called the <a 284 href="{@docRoot}tools/support-library/index.html">Compatibility Library</a> 285 (downloadable from the Android SDK Manager).</p> 286 <p>This library includes APIs for <a 287 href="{@docRoot}guide/components/fragments.html">fragments</a>, <a 288 href="{@docRoot}guide/components/loaders.html">loaders</a>, and some updated classes. By 289 simply adding this library to your Android project, you can use these APIs in your application and 290 remain compatible with Android 1.6. For information about how to get the library and start 291 using it in your application, see the <a 292 href="{@docRoot}tools/support-library/index.html">Compatibility Library</a> document.</p> 293 </div> 294 </div> 295 296 297 <p>If you want to develop an application that's fully enhanced for tablet-type devices running 298 Android 3.0, then you need to use new APIs in Android 3.0. This section introduces some of 299 the new features you should use.</p> 300 301 302 <h3>Declare the minimum system version</h3> 303 304 <p>The first thing to do when you upgrade or create a project for Android 3.0 is set your manifest's 305 <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code 306 android:minSdkVersion}</a> to {@code "11"}. This declares that your application uses APIs available 307 in Android 3.0 and greater, so it should not be available to devices running an older version of 308 Android. For example:</p> 309 310 <pre> 311 <manifest ... > 312 <uses-sdk android:minSdkVersion="11" /> 313 <application ... > 314 ... 315 <application> 316 </manifest> 317 </pre> 318 319 <p>Not only is this necessary in order to declare the minimum API level your application requires, 320 but it enables the new holographic theme to each of your activities. The holographic theme is the 321 standard theme for the Android 3.0 system and all applications designed for it. It includes new 322 designs for the system widgets and overall appearance.</p> 323 324 <p>Additionally, the holographic theme enables the Action Bar for each activity.</p> 325 326 327 <h3>Use the Action Bar</h3> 328 329 <p>The Action Bar is a widget for activities that replaces the traditional title bar at the top of 330 the screen. By default, the Action Bar includes the application logo on the left side, followed by 331 the activity title, and access to items from the Options Menu in a drop-down list on the right 332 side.</p> 333 334 <p>You can enable items from the Options Menu to appear directly in the Action Bar as 335 "action items" by adding {@code showAsAction="ifRoom"} to specific menu items in your <a 336 href="{@docRoot}guide/topics/resources/menu-resource.html">menu resource</a>. You can also add 337 navigation features to the Action Bar, such as tabs, and use the application icon to navigate to 338 your application's "home" activity or to navigate "up" the application's activity hierarchy.</p> 339 340 <p>For more information, read <a href="{@docRoot}guide/topics/ui/actionbar.html">Using the 341 Action Bar</a>.</p> 342 343 344 345 <h3>Divide your activities into fragments</h3> 346 347 <p>A fragment represents a behavior or a portion of user interface in an activity. You can think of 348 a fragment as a modular section of an activity, which has its own lifecycle, receives its own input 349 events, and which you can add or remove while the activity is running. Fragments are an optional 350 component for your activities that allow you to build a multi-pane UI and reuse them in multiple 351 activities. If you're building an application for tablets, we recommend that you use fragments to 352 create activities that offer a more dynamic and flexible user interface.</p> 353 354 <p>For example, a news application can use one fragment to show a list of articles on the left and 355 another fragment to display an article on the right—both fragments appear in one activity, 356 side by side, and each fragment has its own set of lifecycle callback methods and handles its own 357 input events. Thus, instead of using one activity to select an article and another activity to 358 read the article, the user can select an article and read it all within the same activity.</p> 359 360 <p>For more information, read the <a 361 href="{@docRoot}guide/components/fragments.html">Fragments</a> document.</p> 362 363 364 <h3>Use new animation APIs for transitions</h3> 365 366 <p>An all-new animation framework allows you to animate arbitrary properties of any object 367 (such as a View, Drawable, Fragment, or anything else). You can define several animation aspects 368 (such as duration, repeat, interpolation, and more) for an object's int, float, and hexadecimal 369 color values, by default. That is, when an object has a property field for one of these types, you 370 can change its value over time to affect an animation.</p> 371 372 <p>The {@link android.view.View} class also provides new APIs that leverage the new animation 373 framework, allowing you to easily apply 2D and 3D transformations to views in your activity layout. 374 New transformations are made possible with a set of object properties that define the view's layout 375 position, orientation, transparency and more.</p> 376 377 <p>For more information, read the <a 378 href="{@docRoot}guide/topics/graphics/prop-animation.html">Property Animation</a> document.</p> 379 380 381 <h3>Enable hardware acceleration</h3> 382 383 <p>Android 3.0 adds a hardware-accelerated OpenGL renderer that gives a performance boost to most 2D 384 graphics operations. You can enable hardware-accelerated rendering in your application by setting 385 {@code android:hardwareAccelerated="true"} in your manifest's <a 386 href="{@docRoot}guide/topics/manifest/application-element.html">{@code <application>}</a> 387 element or for individual <a href="{@docRoot}guide/topics/manifest/activity-element.html">{@code 388 <activity>}</a> elements. Hardware acceleration results in smoother animations, smoother 389 scrolling, and overall better performance and response to user interaction. When enabled, be sure 390 that you thoroughly test your application on a device that supports hardware acceleration.</p> 391 392 393 <h3>Enhance your app widgets</h3> 394 395 <p>App widgets allow users to access information from your application directly from the Home 396 screen and interact with ongoing services (such as preview their email and control music playback). 397 Android 3.0 enhances these capabilities by enabling collections, created with widgets such as 398 {@link android.widget.ListView}, {@link android.widget.GridView}, and the new {@link 399 android.widget.StackView}. These widgets allow you to create more interactive app 400 widgets, such as one with a scrolling list, and can automatically update their data through a {@link 401 android.widget.RemoteViewsService}.</p> 402 403 <p>Additionally, you should create a preview image of your app widget using the Widget Preview 404 application (pre-installed in an Android 3.0 AVD) and reference it with the {@link 405 android.appwidget.AppWidgetProviderInfo#previewImage android:previewImage} attribute, so that users 406 can see what the app widget looks like before adding it to their Home screen.</p> 407 408 409 <h3>Add other new features</h3> 410 411 <p>Android 3.0 introduces many more APIs that you might find valuable for your 412 application, such as drag and drop APIs, new Bluetooth APIs, a system-wide clipboard framework, a 413 new graphics engine called Renderscript, and more.</p> 414 415 <p>To learn more about the APIs mentioned above and more, see the <a 416 href="{@docRoot}about/versions/android-3.0.html">Android 3.0 Platform</a> document.</p> 417 418 419 <h3>Look at some samples</h3> 420 421 <p>Many of the new features and APIs that are described above and in the <a 422 href="{@docRoot}about/versions/android-3.0.html#api">Android 3.0 Platform</a> document also have accompanying 423 samples that allow you to preview the effects and can help you understand how to use them. To get 424 the samples, download them from the SDK repository <a href="{@docRoot}sdk/exploring.html" 425 >using the Android SDK Manager</a>. After downloading the samples ("Samples for SDK API 426 11"), you can find them in <code><sdk_root>/samples/android-11/</code>. The following list 427 provides links to the browsable source code for some of the samples:</p> 428 429 <ul> 430 <li><a href="{@docRoot}resources/samples/HoneycombGallery/index.html">Honeycomb Gallery</a>: 431 Demonstrates many new APIs in Android 3.0, including fragments, the action bar, drag and drop, and 432 animations.</li> 433 <li><a 434 href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/index.html#Fragment"> 435 Fragments</a>: Various samples that demonstrate fragment layouts, back stack, restoring state, and 436 more.</li> 437 <li><a 438 href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/ActionBarMechanics.html" 439 >Action Bar</a>: Samples that demonstrate various Action Bar features, such as tabs, logos, and 440 action items.</li> 441 <li><a 442 href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/content/ClipboardSample.html" 443 >Clipboard</a>: An example of how to use the clipboard for copy and paste operations.</li> 444 <li><a 445 href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/DragAndDropDemo.html"> 446 Drag and Drop</a>: An example of how to perform drag and drop with new View events.</li> 447 <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/List15.html"> 448 Multi-choice List</a>: An example of how to provide multiple-choice selection for ListView and 449 GridView.</li> 450 <li><a 451 href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/LoaderThrottle.html"> 452 Content Loaders</a>: An example using new Loader APIs to asynchronously load data.</li> 453 <li><a 454 href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/animation/index.html"> 455 Property Animation</a>: Several samples using the new animation APIs to animate object 456 properties.</li> 457 <li><a 458 href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/SearchViewActionBar.html"> 459 Search View Widget</a>: Example using the new search widget in the Action Bar (as an 460 "action view").</li> 461 <li><a 462 href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript</a>: Contains several 463 different applications that demonstrate using renderscript APIs for computations and 3D 464 graphics.</li> 465 </ul> 466 467 468 469 <h2 id="ManagingAppDist">Managing App Distribution Based on Screen Configuration</h2> 470 471 <p>If your manifest file has either <a 472 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a> 473 or <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code 474 android:targetSdkVersion}</a> set to {@code "4"} or higher, then the Android system will scale your 475 application's layout and assets to fit the current device screen, whether the device screen is 476 smaller or larger than the one for which you originally designed your application. As such, you 477 should always test your application on real or <a 478 href="{@docRoot}tools/devices/index.html">virtual devices</a> with various screen sizes 479 and densities.</p> 480 481 <p>Although we recommend that you design your application to function properly on multiple 482 configurations of screen size and density, you can instead choose to limit the distribution of your 483 application to certain types of screens, such as only tablets or only mobile devices. To do so, you 484 can add elements to your Android manifest file that enable filtering based on screen configuration 485 by external services such as Google Play.</p> 486 487 <p>However, before you decide to restrict your application to certain screen configurations, you 488 should understand the techniques for <a 489 href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a> and employ 490 them to the best of your ability. By supporting multiple screens, your application can be made 491 available to the greatest number of users with different devices.</p> 492 493 494 <h3 id="FilteringTabletApps">Filtering a tablet application from mobile devices</h3> 495 496 <p>If the system scaling adversely affects your application UI when scaling your application down 497 for smaller screens, you should add <a 498 href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative 499 layouts</a> for smaller screens to adjust your layout. However, sometimes your layout still might 500 not fit a smaller screen or you've explicitly designed your application only for tablets and other 501 large devices. In this case, you can manage the availability of your application to smaller screens 502 by using the <a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 503 <supports-screens>}</a> manifest element.</p> 504 505 <p>For example, if you want your application to be available only to extra large 506 screens, you can declare the element in your manifest like this:</p> 507 508 <pre> 509 <manifest ... > 510 ... 511 <supports-screens android:smallScreens="false" 512 android:normalScreens="false" 513 android:largeScreens="false" 514 android:xlargeScreens="true" /> 515 <application ... > 516 ... 517 <application> 518 </manifest> 519 </pre> 520 521 <p>External services such as Google Play read this manifest element and use it to ensure that 522 your application is available only to devices with an extra large screen.</p> 523 524 <p class="note"><strong>Note:</strong> If you use the <a 525 href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 526 <supports-screens>}</a> element for the reverse scenario (when your application is not compatible 527 with <em>larger</em> screens) and set the larger screen size attributes to {@code "false"}, then 528 external services such as Google Play <strong>do not</strong> apply filtering. Your application 529 will still be available to larger screens, but when it runs, it will not fill the screen—the 530 system will draw it in a "postage stamp" window that's the same relative size as the screen size 531 that your application does support. If you want to prevent your application from being downloaded on 532 larger screens, see the following section.</p> 533 534 535 <h3 id="FilteringMobileApps">Filtering a mobile device application from tablets</h3> 536 537 <p>Because Android automatically scales applications to fit larger screens, you shouldn't 538 need to filter your application from larger screens. However, you might discover that your 539 application can't scale up or perhaps you've decided to publish two versions of your application 540 that each deliver different features for different screen configurations, so you don't want 541 larger devices to download the version designed for smaller screens. In such a case, you can 542 use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 543 <compatible-screens>}</a> element to manage the distribution of your application based on the 544 combination of screen size and density. External services such as 545 Google Play uses this information to apply filtering to your application, so that only devices 546 that have a screen configuration with which you declare compatibility can download your 547 application.</p> 548 549 <p>The <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 550 <compatible-screens>}</a> element must contain one or more {@code <screen>} elements, 551 which each specify a screen configuration with which your application is compatible, using both 552 the {@code android:screenSize} and {@code android:screenDensity} attributes. Each {@code 553 <screen>} element <strong>must include both attributes</strong> to specify an individual 554 screen configuration—if either attribute is missing, then the element is invalid 555 (external services such as Google Play will ignore it).</p> 556 557 <p>For example, if your application is compatible with only small and normal screens, regardless 558 of screen density, then you must specify eight different {@code <screen>} elements, 559 because each screen size has four density configurations. You must declare each one of 560 these; any combination of size and density that you do <em>not</em> specify is considered a screen 561 configuration with which your application is <em>not</em> compatible. Here's what the manifest 562 entry looks like if your application is compatible with only small and normal screens:</p> 563 564 <pre> 565 <manifest ... > 566 ... 567 <compatible-screens> 568 <!-- all small size screens --> 569 <screen android:screenSize="small" android:screenDensity="ldpi" /> 570 <screen android:screenSize="small" android:screenDensity="mdpi" /> 571 <screen android:screenSize="small" android:screenDensity="hdpi" /> 572 <screen android:screenSize="small" android:screenDensity="xhdpi" /> 573 <!-- all normal size screens --> 574 <screen android:screenSize="normal" android:screenDensity="ldpi" /> 575 <screen android:screenSize="normal" android:screenDensity="mdpi" /> 576 <screen android:screenSize="normal" android:screenDensity="hdpi" /> 577 <screen android:screenSize="normal" android:screenDensity="xhdpi" /> 578 </compatible-screens> 579 <application ... > 580 ... 581 <application> 582 </manifest> 583 </pre> 584 585 <p class="note"><strong>Note:</strong> Although you can also use the <a 586 href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 587 <compatible-screens>}</a> element for the reverse scenario (when your application is not 588 compatible with smaller screens), it's easier if you instead use the <a 589 href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 590 <supports-screens>}</a> as discussed in the previous section, because it doesn't require you 591 to specify each screen density your application supports.</p> 592 593 <p>Remember, you should strive to make your application available to as many devices as possible by 594 applying all necessary techniques for <a 595 href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a>. You should 596 then use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 597 <compatible-screens>}</a> element to filter your application from certain devices only when you 598 cannot offer compatibility on all screen configurations or you have decided to provide 599 multiple versions of your application, each for a different set of screen configurations.</p> 600 601 602 603 <h2 id="Issues">Other Issues</h2> 604 605 <p>Whether you decide to optimize or upgrade your application for tablet-type devices, you 606 should be aware that the functionality and availability of your application on new devices 607 might be affected by the following issues:</p> 608 609 <ul> 610 <li><a href="#Landscape">Tablets are often designed for use in the landscape orientation</a> 611 <p>Tablets and similar devices often have a screen that uses the landscape orientation 612 by default. If your application assumes a portrait orientation or locks into portrait 613 orientation, you should update your application to support landscape.</p></li> 614 <li><a href="#Telephony">Not all devices have telephony or other features</a> 615 <p>If your application declares the {@code "android.hardware.telephony"} feature in the manifest, 616 then it will not be available to devices that do not offer telephony (such as tablets), based on 617 Google Play filtering. If your application can function properly without telephony, you should 618 update your application to gracefully disable the telephony features when not available on a 619 device.</p></li> 620 </ul> 621 622 623 <h3 id="Landscape">Adding support for landscape screens</h3> 624 625 <p>Although tablets can rotate to operate in any orientation, they are often designed for 626 landscape orientation and that is how most users will use them. So, you should ensure that your 627 application can function in landscape. Even if you want to avoid rotating the screen while your 628 application is running, you should not assume that portrait is the device's default orientation. You 629 should either ensure that your layout is usable in both portrait and landscape orientations or 630 provide an <a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources" 631 >alternative layout resource</a> for landscape orientation.</p> 632 633 <p>If you believe your application or game provides its best experience when the screen is tall, 634 consider that tablets and similar devices have a screen that's as tall or taller in landscape 635 orientation than a phone in portrait orientation. With that in mind, you might be able to add a 636 landscape design that adds padding or extra landscape scenery on the left and right sides, so 637 the primary screen space still remains taller than it is wide.</p> 638 639 <p>Ideally, your application should handle all orientation changes instead of locking into one 640 orientation. When the user rotates the screen, the system restarts the current activity by calling 641 {@link android.app.Activity#onDestroy onDestroy()} and {@link android.app.Activity#onCreate 642 onCreate()}) in immediate succession. You should design your activity to account for these changes 643 in the lifecycle, so the activity can save and restore its state. You can learn about the 644 necessary lifecycle callback methods and how to save and restore the activity state in the <a 645 href="{@docRoot}guide/components/activities.html#Lifecycle">Activities</a> 646 document. If your activity state is more complex and cannot retain it using the normal 647 lifecycle callback methods, you can use alternative techniques described in <a 648 href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</a>.</p> 649 650 <p>In the worst-case scenario, however, you can avoid orientation changes by using the <a 651 href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code 652 android:screenOrientation}</a> attribute in the <a 653 href="{@docRoot}guide/topics/manifest/activity-element.html">{@code <activity>}</a> 654 element. Instead of locking the orientation in landscape or portrait, however, you should 655 specify a value of {@code "nosensor"}. This way, your activity uses whatever orientation the 656 device specifies as its natural orientation and the screen will not rotate. You should still 657 avoid using the <a 658 href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code 659 android:screenOrientation}</a> attribute, but because it's sometimes necessary to lock the 660 screen into one orientation, it's best if you do so in a way that uses the device's natural 661 orientation instead of assuming one specific orientation.</p> 662 663 <p>If your application uses the orientation sensors, such as the accelerometer (with the {@link 664 android.hardware.SensorManager} APIs), also be aware that the landscape screen can also cause 665 problems, due to false assumptions about which orientation is the natural position. For more 666 information about how you should properly handle rotation changes when using the orientation 667 sensors, read the blog post, <a 668 href="http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html">One 669 Screen Turn Deserves Another</a>.</p> 670 671 672 673 <h3 id="Telephony">Using telephony or other variable features</h3> 674 675 <p>Tablets and similar devices might not include support for telephony, so they can't make 676 traditional phone calls or handle SMS. Some devices might also omit 677 other hardware features, such as Bluetooth. If your application uses these features, then your 678 manifest file probably already includes (or should include) a declaration of the feature with the <a 679 href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code <uses-feature>}</a> 680 element. Doing so prevents devices that do not declare support for the feature from downloading 681 your applications. For example:</p> 682 683 <pre><uses-feature android:name="android.hardware.telephony" /></pre> 684 685 <p>By default, this declares that your application <em>requires</em> telephony features. So, 686 external services such as Google Play use this information to filter your application from 687 devices that do not offer telephony.</p> 688 689 <p>If, however, your application uses, but does not require the feature, you should 690 add to this element, {@code android:required="false"}. For example:</p> 691 692 <pre><uses-feature android:name="android.hardware.telephony" android:required="false" /></pre> 693 694 <p>This indicates that your application uses the feature, but is still functional if the feature is 695 not available. So, it should still be available to devices that don't provide telephony hardware 696 (or telephony features), such as tablets.</p> 697 698 <p>Then in your application code, you must gracefully disable the features that use telephony 699 when it's not available. You can check whether the feature is available using {@link 700 android.content.pm.PackageManager#hasSystemFeature PackageManager.hasSystemFeature()}. For 701 example:</p> 702 703 <pre> 704 PackageManager pm = getPackageManager(); 705 boolean hasTelephony = pm.hasSystemFeature(PackageManager.FEATURE_TELEPHONY); 706 </pre> 707 708 <p>For more information about these 709 issues and how to future-proof your application for different hardware, read the blog post <a 710 href="http://android-developers.blogspot.com/2010/10/five-steps-to-future-hardware-happiness.html"> 711 The Five Steps to Future Hardware Happiness</a>.</p>