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