f05e34a10c
Change-Id: If4dceab223a6c22827a0645aa5923ddc427b2b85
710 lines
38 KiB
Plaintext
710 lines
38 KiB
Plaintext
page.title=Optimizing Apps for Android 3.0
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@jd:body
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<div id="deprecatedSticker">
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<a href="#"
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onclick="$('#naMessage').show();$('#deprecatedSticker').hide();return false">
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<strong>This doc is deprecated</strong></a>
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</div>
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<div id="naMessage" style="display:block">
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<div><p><strong>This document has been deprecated.</strong></p>
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<p>To learn about how you can optimize your app for both tablets and handsets, please
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read the guide to <a href="tablets-and-handsets.html">Supporting Tablets and
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Handsets</a>.</p>
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<input style="margin-top:1em;padding:5px" type="button"
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value="That's nice, but I still want to read this document"
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onclick="$('#naMessage').hide();$('#deprecatedSticker').show()" />
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</div>
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</div>
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<div id="qv-wrapper">
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<div id="qv">
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<h2>In this document</h2>
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<ol>
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<li><a href="#Setup">Setting Up Your SDK with Android 3.0</a></li>
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<li><a href="#Optimizing">Optimizing Your App for Tablets</a></li>
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<li><a href="#Upgrading">Upgrading or Developing a New App for Tablets</a></li>
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<li><a href="#ManagingAppDist">Managing App Distribution Based on Screen Configuration</a>
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<ol>
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<li><a href="#FilteringTabletApps">Filtering a tablet app from mobile devices</a></li>
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<li><a href="#FilteringMobileApps">Filtering a mobile device app from tablets</a></li>
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</ol>
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</li>
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<li><a href="#Issues">Other Issues</a>
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<ol>
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<li><a href="#Landscape">Adding support for landscape screens</a></li>
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<li><a href="#Telephony">Using telephony or other variable features</a></li>
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</ol>
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</li>
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</ol>
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<h2>See also</h2>
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<ol>
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<li><a href="tablets-and-handsets.html">Supporting Tablets
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and Handsets</a></li>
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<li><a
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href="{@docRoot}tools/extras/support-library.html">Compatibility Library</a></li>
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<li><a href="http://code.google.com/p/iosched/">Google I/O App source code</a></li>
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</ol>
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</div>
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</div>
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<p>Android 3.0 introduces several features that allow
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you to enhance your user's experience on tablets and similar devices. Any application you've already
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published is compatible with devices running Android 3.0, by default, because Android applications
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are forward-compatible. However, new tablet devices running Android 3.0 are now available to the
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public and provide users a new Android experience on a larger screen, so you should make sure
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your application looks and works great on the new platform and new device form-factors.</p>
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<p>This document shows how you can optimize your existing application for Android 3.0 and
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maintain compatibility with older versions or upgrade your application completely with new APIs.</p>
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<p><b>To get started:</b></p>
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<ol>
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<li><a href="#Setup">Set up your SDK with Android 3.0</a>.
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<p>Install the Android 3.0 platform, new tools, and set up a new AVD.</p></li>
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<li>Choose to either optimize or upgrade:
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<ol type="a">
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<li><a href="#Optimizing">Optimize your app for tablets and similar devices</a>.
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<p>Read this section if you have an existing application and want to
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maintain compatibility with older versions of Android. All you need to do is update your
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manifest file to declare support for Android 3.0, test your application on the new platform, and
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add extra resources to support extra large screens, as appropriate.</p>
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</li>
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<li><a href="#Upgrading">Upgrade or develop a new app for tablets and similar devices</a>.
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<p>Read this section if you want to upgrade your application to use APIs introduced in
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Android 3.0 or create a new application targeted to tablets and similar devices. Compared to
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upgrading to previous versions of Android, there's nothing different about upgrading to Android 3.0.
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This section introduces some of the key features and APIs you should use to make an
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application that's fully enhanced for tablets.</p></li>
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</ol>
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</li>
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<li>Consider whether you need to <a href="#ManagingAppDist">manage the distribution of your
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application based on screen configuration</a>.</li>
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<li>Then review some <a href="#Issue">other issues</a> you might encounter when developing
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for tablets and similar devices.</li>
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</ol>
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<h2 id="Setup">Set Up Your SDK with Android 3.0</h2>
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<p>To start testing and developing your application on Android 3.0, set up your existing Android
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SDK with the new platform:</p>
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<p>(If you don't have an existing Android SDK, <a href="{@docRoot}sdk/index.html">download the
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SDK starter package now</a>.)</p>
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<ol>
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<li><a href="{@docRoot}sdk/exploring.html#launching">Launch the Android SDK
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Manager</a> and install the following:
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<ul>
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<li>SDK Platform Android 3.0</li>
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<li>Android SDK Tools, revision 10</li>
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<li>Android SDK Platform-tools, revision 3</li>
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<li>Documentation for Android SDK, API 11</li>
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<li>Samples for SDK API 11</li>
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</ul>
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</li>
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<li><a href="{@docRoot}tools/devices/managing-avds.html">Create an AVD</a> for a tablet-type
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device:
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<p>Set the target to "Android 3.0" and the skin to "WXGA" (the default skin).</p></li>
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</ol>
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<p>The best way to test your application on Android 3.0 is to use real hardware running Android 3.0,
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such as the <a href="http://www.motorola.com/staticfiles/Consumers/XOOM/index.html">Motorola
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Xoom</a>. Of course, you can also use the Android emulator on your development machine, but because
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the Android emulator must simulate the ARM instruction set on your computer and the WXGA screen is
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significantly larger than a typical virtual device, emulator performance is much slower than a real
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device.</p>
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<h3>About emulator performance</h3>
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<p>Initializing the emulator can be slow and can take several minutes, depending on
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your hardware. When the emulator is booting, there is limited user feedback, so please be patient
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and wait until you see the home screen (or lock screen) appear. </p>
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<p>However, you don't need to boot the emulator each time you rebuild your
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application—typically you only need to boot at the start of a session and keep it running.
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Also see the tip below for information about using a snapshot to drastically reduce startup time
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after the first initialization. </p>
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<p>General performance in the emulator is also slow. We're working hard to resolve the performance
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issues and it will improve in future tools releases. If you don't yet have a real device running
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Android 3.0, the emulator is still best way to evaluate your application's appearance and
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functionality on Android 3.0.</p>
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<p class="note"><strong>Tip:</strong> To improve the startup time for the emulator, enable snapshots
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for the AVD when you create it with the AVD Manager (there's a checkbox in the AVD creator
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to <strong>Enable</strong> snapshots). Then, start the AVD from the AVD manager and check <b>Launch
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from snapshot</b> and <b>Save to snapshot</b>. This way, when you close the emulator, a snapshot of
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the AVD state is saved and used to quickly relaunch the AVD next time. However, when you choose to
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save a snapshot, the emulator will be slow to close, so you might want to disable <b>Save to
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snapshot</b> after you've acquired an initial snapshot (after you close the AVD for the first
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time).</p>
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<h2 id="Optimizing">Optimizing Your App for Tablets</h2>
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<p>If you've already developed an application for an earlier version of Android, there are a few
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things you can do to optimize it for a tablet-style experience on Android 3.0 without changing the
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minimum version required (you don't need to change your manifest's <a
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href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
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android:minSdkVersion}</a>).</p>
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<p class="note"><strong>Note:</strong> All Android applications are forward-compatible, so
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there's nothing you <em>have to</em> do—if your application is a good citizen of the Android
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APIs, your app should work fine on devices running Android 3.0. However, in order to provide users
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a better experience when using your app on an Android 3.0 tablet or similar-size device, you
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should update your application to inherit the new system theme and provide some optimizations for
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larger screens.</p>
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<p>Here are a few things you can do to optimize your application for devices running Android
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3.0:</p>
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<ol>
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<li><b>Test your current application on Android 3.0</b>
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<ol>
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<li>Build your application as-is and install it on your Android 3.0 AVD (created above during
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<a href="#Setup">setup</a>).</li>
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<li>Perform your usual tests to be sure everything works and looks as expected.</li>
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</ol>
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</li>
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<li><b>Apply the new "holographic" theme to your application</b>
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<ol>
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<li>Open your manifest file and update the <a
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href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code <uses-sdk>}</a> element to
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set <a
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href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code
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android:targetSdkVersion}</a> to {@code "11"}. For example:
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<pre>
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<manifest ... >
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<uses-sdk android:minSdkVersion="4"
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android:targetSdkVersion="11" />
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<application ... >
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...
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<application>
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</manifest>
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</pre>
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<p>By targeting the Android 3.0 platform, the system automatically applies the holographic theme
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to each activity when your application runs on an Android 3.0 device. The holographic theme
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provides a new design for widgets, such as buttons and text boxes, and new styles for other
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visual elements. This is the standard theme for applications built for Android 3.0, so your
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application will look and feel consistent with the system and other applications when it is
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enabled.</p>
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<p>Additionally, when an activity uses the holographic theme, the system enables the <a
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href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a> for the activity and removes the
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Options Menu button in the system bar. The Action Bar
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replaces the traditional title bar at the top of the activity window and provides the user access to
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the activity's Options Menu.</p>
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</li>
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<li>Build your application against the same version of the Android platform you have been
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using previously (such as the version declared in your <a
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href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>),
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but install it on the Android 3.0 AVD. (You should not build against Android 3.0 unless you are
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using new APIs.) Repeat your tests to be sure that your user interface works well with the
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holographic theme.
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<p class="note"><strong>Note:</strong> If you have applied other themes directly to your
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activities, they will override the inherited holographic theme. To resolve this, you can use
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the <a href="{@docRoot}guide/topics/resources/providing-resources.html#VersionQualifier">platform
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version qualifier</a> to provide an alternative theme for Android 3.0 devices that's based on the
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holographic theme. For more information, read how to <a
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href="{@docRoot}guide/topics/ui/themes.html#SelectATheme">select a theme based on platform
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version</a>.</p>
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</ol>
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</li>
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<li><b>Supply alternative layout resources for xlarge screens</b>
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<p>By providing <a
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href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative
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resources</a> when running on extra large screens (using the <code>xlarge</code> resource
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qualifier), you can improve the user experience of your application on tablet-type devices without
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using new APIs.</p>
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<p>For example, here are some things to consider when creating a new layout for extra large
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screens:</p>
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<ul>
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<li>Landscape layout: The "normal" orientation for tablet-type devices is usually landscape
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(wide), so you should be sure that your activities offer a layout that's optimized for a wide
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viewing area. <p>You can specify landscape resources with the <code>land</code> resource
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qualifier, but if you want alternative resources for an extra large landscape screen, you
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should use both the <code>xlarge</code> and <code>land</code> qualifiers. For example, {@code
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res/layout-xlarge-land/}. The order of the qualifier names is important; see <a
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href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">
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Providing Alternative Resources</a> for more information.</p></li>
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<li>Button position and size: Consider whether the position and size of the most common
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buttons in your UI make them easily accessible while holding a tablet with two hands. In some
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cases, you might need to resize buttons, especially if they use {@code "wrap_content"}
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as the width value. To enlarge the buttons, if necessary, you should either: add
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extra padding to the button; specify dimension values with {@code dp} units; or use {@code
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android:layout_weight} when the button is in a <a
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href="{@docRoot}guide/topics/ui/layout-objects.html#linearlayout">linear layout</a>. Use your
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best judgment of proportions for each screen size—you don't want the buttons to be too big,
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either.</li>
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<li>Font sizes: Be sure your application uses {@code sp} units when setting font
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sizes. This alone should ensure a readable experience on tablet-style devices, because it is a
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scale-independent pixel unit, which will resize as appropriate for the current screen configuration.
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In some cases, however, you still might want to consider larger font sizes for <code>xlarge</code>
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configurations.</li>
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</ul>
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<p>In general, always be sure that your application follows the <a
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href="{@docRoot}guide/practices/screens_support.html#screen-independence">Best Practices
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for Screen Independence</a>.</p>
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</li>
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</ol>
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<h2 id="Upgrading">Upgrading or Developing a New App for Tablets</h2>
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<div class="sidebox-wrapper">
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<div class="sidebox">
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<h3>Use the Compatibility Library to remain backward-compatible</h3>
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<p>It is possible for you to upgrade your application with some new
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APIs <em>and</em> remain compatible with older versions of Android. Usually, this requires that you
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use techniques such as reflection to check for the availability of certain APIs at runtime. However,
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to help you add features from Android 3.0 without requiring you to change your <a
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href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>
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or build target, we're providing a static library called the <a
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href="{@docRoot}tools/extras/support-library.html">Compatibility Library</a>
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(downloadable from the Android SDK Manager).</p>
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<p>This library includes APIs for <a
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href="{@docRoot}guide/components/fragments.html">fragments</a>, <a
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href="{@docRoot}guide/components/loaders.html">loaders</a>, and some updated classes. By
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simply adding this library to your Android project, you can use these APIs in your application and
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remain compatible with Android 1.6. For information about how to get the library and start
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using it in your application, see the <a
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href="{@docRoot}tools/extras/support-library.html">Compatibility Library</a> document.</p>
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</div>
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</div>
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<p>If you want to develop an application that's fully enhanced for tablet-type devices running
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Android 3.0, then you need to use new APIs in Android 3.0. This section introduces some of
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the new features you should use.</p>
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<h3>Declare the minimum system version</h3>
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<p>The first thing to do when you upgrade or create a project for Android 3.0 is set your manifest's
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<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
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android:minSdkVersion}</a> to {@code "11"}. This declares that your application uses APIs available
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in Android 3.0 and greater, so it should not be available to devices running an older version of
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Android. For example:</p>
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<pre>
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<manifest ... >
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<uses-sdk android:minSdkVersion="11" />
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<application ... >
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...
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<application>
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</manifest>
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</pre>
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<p>Not only is this necessary in order to declare the minimum API level your application requires,
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but it enables the new holographic theme to each of your activities. The holographic theme is the
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standard theme for the Android 3.0 system and all applications designed for it. It includes new
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designs for the system widgets and overall appearance.</p>
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<p>Additionally, the holographic theme enables the Action Bar for each activity.</p>
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<h3>Use the Action Bar</h3>
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<p>The Action Bar is a widget for activities that replaces the traditional title bar at the top of
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the screen. By default, the Action Bar includes the application logo on the left side, followed by
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the activity title, and access to items from the Options Menu in a drop-down list on the right
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side.</p>
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<p>You can enable items from the Options Menu to appear directly in the Action Bar as
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"action items" by adding {@code showAsAction="ifRoom"} to specific menu items in your <a
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href="{@docRoot}guide/topics/resources/menu-resource.html">menu resource</a>. You can also add
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navigation features to the Action Bar, such as tabs, and use the application icon to navigate to
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your application's "home" activity or to navigate "up" the application's activity hierarchy.</p>
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<p>For more information, read <a href="{@docRoot}guide/topics/ui/actionbar.html">Using the
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Action Bar</a>.</p>
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<h3>Divide your activities into fragments</h3>
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<p>A fragment represents a behavior or a portion of user interface in an activity. You can think of
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a fragment as a modular section of an activity, which has its own lifecycle, receives its own input
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events, and which you can add or remove while the activity is running. Fragments are an optional
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component for your activities that allow you to build a multi-pane UI and reuse them in multiple
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activities. If you're building an application for tablets, we recommend that you use fragments to
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create activities that offer a more dynamic and flexible user interface.</p>
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<p>For example, a news application can use one fragment to show a list of articles on the left and
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another fragment to display an article on the right—both fragments appear in one activity,
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side by side, and each fragment has its own set of lifecycle callback methods and handles its own
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input events. Thus, instead of using one activity to select an article and another activity to
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read the article, the user can select an article and read it all within the same activity.</p>
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<p>For more information, read the <a
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href="{@docRoot}guide/components/fragments.html">Fragments</a> document.</p>
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<h3>Use new animation APIs for transitions</h3>
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<p>An all-new animation framework allows you to animate arbitrary properties of any object
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(such as a View, Drawable, Fragment, or anything else). You can define several animation aspects
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(such as duration, repeat, interpolation, and more) for an object's int, float, and hexadecimal
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color values, by default. That is, when an object has a property field for one of these types, you
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can change its value over time to affect an animation.</p>
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<p>The {@link android.view.View} class also provides new APIs that leverage the new animation
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framework, allowing you to easily apply 2D and 3D transformations to views in your activity layout.
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New transformations are made possible with a set of object properties that define the view's layout
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position, orientation, transparency and more.</p>
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<p>For more information, read the <a
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href="{@docRoot}guide/topics/graphics/prop-animation.html">Property Animation</a> document.</p>
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<h3>Enable hardware acceleration</h3>
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<p>Android 3.0 adds a hardware-accelerated OpenGL renderer that gives a performance boost to most 2D
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graphics operations. You can enable hardware-accelerated rendering in your application by setting
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{@code android:hardwareAccelerated="true"} in your manifest's <a
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href="{@docRoot}guide/topics/manifest/application-element.html">{@code <application>}</a>
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element or for individual <a href="{@docRoot}guide/topics/manifest/activity-element.html">{@code
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<activity>}</a> elements. Hardware acceleration results in smoother animations, smoother
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scrolling, and overall better performance and response to user interaction. When enabled, be sure
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that you thoroughly test your application on a device that supports hardware acceleration.</p>
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<h3>Enhance your app widgets</h3>
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<p>App widgets allow users to access information from your application directly from the Home
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screen and interact with ongoing services (such as preview their email and control music playback).
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Android 3.0 enhances these capabilities by enabling collections, created with widgets such as
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{@link android.widget.ListView}, {@link android.widget.GridView}, and the new {@link
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android.widget.StackView}. These widgets allow you to create more interactive app
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widgets, such as one with a scrolling list, and can automatically update their data through a {@link
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android.widget.RemoteViewsService}.</p>
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<p>Additionally, you should create a preview image of your app widget using the Widget Preview
|
|
application (pre-installed in an Android 3.0 AVD) and reference it with the {@link
|
|
android.appwidget.AppWidgetProviderInfo#previewImage android:previewImage} attribute, so that users
|
|
can see what the app widget looks like before adding it to their Home screen.</p>
|
|
|
|
|
|
<h3>Add other new features</h3>
|
|
|
|
<p>Android 3.0 introduces many more APIs that you might find valuable for your
|
|
application, such as drag and drop APIs, new Bluetooth APIs, a system-wide clipboard framework, a
|
|
new graphics engine called Renderscript, and more.</p>
|
|
|
|
<p>To learn more about the APIs mentioned above and more, see the <a
|
|
href="{@docRoot}about/versions/android-3.0.html">Android 3.0 Platform</a> document.</p>
|
|
|
|
|
|
<h3>Look at some samples</h3>
|
|
|
|
<p>Many of the new features and APIs that are described above and in the <a
|
|
href="{@docRoot}about/versions/android-3.0.html#api">Android 3.0 Platform</a> document also have accompanying
|
|
samples that allow you to preview the effects and can help you understand how to use them. To get
|
|
the samples, download them from the SDK repository <a href="{@docRoot}sdk/exploring.html"
|
|
>using the Android SDK Manager</a>. After downloading the samples ("Samples for SDK API
|
|
11"), you can find them in <code><sdk_root>/samples/android-11/</code>. The following list
|
|
provides links to the browsable source code for some of the samples:</p>
|
|
|
|
<ul>
|
|
<li><a href="{@docRoot}resources/samples/HoneycombGallery/index.html">Honeycomb Gallery</a>:
|
|
Demonstrates many new APIs in Android 3.0, including fragments, the action bar, drag and drop, and
|
|
animations.</li>
|
|
<li><a
|
|
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/index.html#Fragment">
|
|
Fragments</a>: Various samples that demonstrate fragment layouts, back stack, restoring state, and
|
|
more.</li>
|
|
<li><a
|
|
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/ActionBarMechanics.html"
|
|
>Action Bar</a>: Samples that demonstrate various Action Bar features, such as tabs, logos, and
|
|
action items.</li>
|
|
<li><a
|
|
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/content/ClipboardSample.html"
|
|
>Clipboard</a>: An example of how to use the clipboard for copy and paste operations.</li>
|
|
<li><a
|
|
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/DragAndDropDemo.html">
|
|
Drag and Drop</a>: An example of how to perform drag and drop with new View events.</li>
|
|
<li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/List15.html">
|
|
Multi-choice List</a>: An example of how to provide multiple-choice selection for ListView and
|
|
GridView.</li>
|
|
<li><a
|
|
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/LoaderThrottle.html">
|
|
Content Loaders</a>: An example using new Loader APIs to asynchronously load data.</li>
|
|
<li><a
|
|
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/animation/index.html">
|
|
Property Animation</a>: Several samples using the new animation APIs to animate object
|
|
properties.</li>
|
|
<li><a
|
|
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/SearchViewActionBar.html">
|
|
Search View Widget</a>: Example using the new search widget in the Action Bar (as an
|
|
"action view").</li>
|
|
<li><a
|
|
href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript</a>: Contains several
|
|
different applications that demonstrate using renderscript APIs for computations and 3D
|
|
graphics.</li>
|
|
</ul>
|
|
|
|
|
|
|
|
<h2 id="ManagingAppDist">Managing App Distribution Based on Screen Configuration</h2>
|
|
|
|
<p>If your manifest file has either <a
|
|
href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>
|
|
or <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code
|
|
android:targetSdkVersion}</a> set to {@code "4"} or higher, then the Android system will scale your
|
|
application's layout and assets to fit the current device screen, whether the device screen is
|
|
smaller or larger than the one for which you originally designed your application. As such, you
|
|
should always test your application on real or <a
|
|
href="{@docRoot}tools/devices/index.html">virtual devices</a> with various screen sizes
|
|
and densities.</p>
|
|
|
|
<p>Although we recommend that you design your application to function properly on multiple
|
|
configurations of screen size and density, you can instead choose to limit the distribution of your
|
|
application to certain types of screens, such as only tablets or only mobile devices. To do so, you
|
|
can add elements to your Android manifest file that enable filtering based on screen configuration
|
|
by external services such as Google Play.</p>
|
|
|
|
<p>However, before you decide to restrict your application to certain screen configurations, you
|
|
should understand the techniques for <a
|
|
href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a> and employ
|
|
them to the best of your ability. By supporting multiple screens, your application can be made
|
|
available to the greatest number of users with different devices.</p>
|
|
|
|
|
|
<h3 id="FilteringTabletApps">Filtering a tablet application from mobile devices</h3>
|
|
|
|
<p>If the system scaling adversely affects your application UI when scaling your application down
|
|
for smaller screens, you should add <a
|
|
href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative
|
|
layouts</a> for smaller screens to adjust your layout. However, sometimes your layout still might
|
|
not fit a smaller screen or you've explicitly designed your application only for tablets and other
|
|
large devices. In this case, you can manage the availability of your application to smaller screens
|
|
by using the <a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
|
|
<supports-screens>}</a> manifest element.</p>
|
|
|
|
<p>For example, if you want your application to be available only to extra large
|
|
screens, you can declare the element in your manifest like this:</p>
|
|
|
|
<pre>
|
|
<manifest ... >
|
|
...
|
|
<supports-screens android:smallScreens="false"
|
|
android:normalScreens="false"
|
|
android:largeScreens="false"
|
|
android:xlargeScreens="true" />
|
|
<application ... >
|
|
...
|
|
<application>
|
|
</manifest>
|
|
</pre>
|
|
|
|
<p>External services such as Google Play read this manifest element and use it to ensure that
|
|
your application is available only to devices with an extra large screen.</p>
|
|
|
|
<p class="note"><strong>Note:</strong> If you use the <a
|
|
href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
|
|
<supports-screens>}</a> element for the reverse scenario (when your application is not compatible
|
|
with <em>larger</em> screens) and set the larger screen size attributes to {@code "false"}, then
|
|
external services such as Google Play <strong>do not</strong> apply filtering. Your application
|
|
will still be available to larger screens, but when it runs, it will not fill the screen—the
|
|
system will draw it in a "postage stamp" window that's the same relative size as the screen size
|
|
that your application does support. If you want to prevent your application from being downloaded on
|
|
larger screens, see the following section.</p>
|
|
|
|
|
|
<h3 id="FilteringMobileApps">Filtering a mobile device application from tablets</h3>
|
|
|
|
<p>Because Android automatically scales applications to fit larger screens, you shouldn't
|
|
need to filter your application from larger screens. However, you might discover that your
|
|
application can't scale up or perhaps you've decided to publish two versions of your application
|
|
that each deliver different features for different screen configurations, so you don't want
|
|
larger devices to download the version designed for smaller screens. In such a case, you can
|
|
use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
|
|
<compatible-screens>}</a> element to manage the distribution of your application based on the
|
|
combination of screen size and density. External services such as
|
|
Google Play uses this information to apply filtering to your application, so that only devices
|
|
that have a screen configuration with which you declare compatibility can download your
|
|
application.</p>
|
|
|
|
<p>The <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
|
|
<compatible-screens>}</a> element must contain one or more {@code <screen>} elements,
|
|
which each specify a screen configuration with which your application is compatible, using both
|
|
the {@code android:screenSize} and {@code android:screenDensity} attributes. Each {@code
|
|
<screen>} element <strong>must include both attributes</strong> to specify an individual
|
|
screen configuration—if either attribute is missing, then the element is invalid
|
|
(external services such as Google Play will ignore it).</p>
|
|
|
|
<p>For example, if your application is compatible with only small and normal screens, regardless
|
|
of screen density, then you must specify eight different {@code <screen>} elements,
|
|
because each screen size has four density configurations. You must declare each one of
|
|
these; any combination of size and density that you do <em>not</em> specify is considered a screen
|
|
configuration with which your application is <em>not</em> compatible. Here's what the manifest
|
|
entry looks like if your application is compatible with only small and normal screens:</p>
|
|
|
|
<pre>
|
|
<manifest ... >
|
|
...
|
|
<compatible-screens>
|
|
<!-- all small size screens -->
|
|
<screen android:screenSize="small" android:screenDensity="ldpi" />
|
|
<screen android:screenSize="small" android:screenDensity="mdpi" />
|
|
<screen android:screenSize="small" android:screenDensity="hdpi" />
|
|
<screen android:screenSize="small" android:screenDensity="xhdpi" />
|
|
<!-- all normal size screens -->
|
|
<screen android:screenSize="normal" android:screenDensity="ldpi" />
|
|
<screen android:screenSize="normal" android:screenDensity="mdpi" />
|
|
<screen android:screenSize="normal" android:screenDensity="hdpi" />
|
|
<screen android:screenSize="normal" android:screenDensity="xhdpi" />
|
|
</compatible-screens>
|
|
<application ... >
|
|
...
|
|
<application>
|
|
</manifest>
|
|
</pre>
|
|
|
|
<p class="note"><strong>Note:</strong> Although you can also use the <a
|
|
href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
|
|
<compatible-screens>}</a> element for the reverse scenario (when your application is not
|
|
compatible with smaller screens), it's easier if you instead use the <a
|
|
href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
|
|
<supports-screens>}</a> as discussed in the previous section, because it doesn't require you
|
|
to specify each screen density your application supports.</p>
|
|
|
|
<p>Remember, you should strive to make your application available to as many devices as possible by
|
|
applying all necessary techniques for <a
|
|
href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a>. You should
|
|
then use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
|
|
<compatible-screens>}</a> element to filter your application from certain devices only when you
|
|
cannot offer compatibility on all screen configurations or you have decided to provide
|
|
multiple versions of your application, each for a different set of screen configurations.</p>
|
|
|
|
|
|
|
|
<h2 id="Issues">Other Issues</h2>
|
|
|
|
<p>Whether you decide to optimize or upgrade your application for tablet-type devices, you
|
|
should be aware that the functionality and availability of your application on new devices
|
|
might be affected by the following issues:</p>
|
|
|
|
<ul>
|
|
<li><a href="#Landscape">Tablets are often designed for use in the landscape orientation</a>
|
|
<p>Tablets and similar devices often have a screen that uses the landscape orientation
|
|
by default. If your application assumes a portrait orientation or locks into portrait
|
|
orientation, you should update your application to support landscape.</p></li>
|
|
<li><a href="#Telephony">Not all devices have telephony or other features</a>
|
|
<p>If your application declares the {@code "android.hardware.telephony"} feature in the manifest,
|
|
then it will not be available to devices that do not offer telephony (such as tablets), based on
|
|
Google Play filtering. If your application can function properly without telephony, you should
|
|
update your application to gracefully disable the telephony features when not available on a
|
|
device.</p></li>
|
|
</ul>
|
|
|
|
|
|
<h3 id="Landscape">Adding support for landscape screens</h3>
|
|
|
|
<p>Although tablets can rotate to operate in any orientation, they are often designed for
|
|
landscape orientation and that is how most users will use them. So, you should ensure that your
|
|
application can function in landscape. Even if you want to avoid rotating the screen while your
|
|
application is running, you should not assume that portrait is the device's default orientation. You
|
|
should either ensure that your layout is usable in both portrait and landscape orientations or
|
|
provide an <a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources"
|
|
>alternative layout resource</a> for landscape orientation.</p>
|
|
|
|
<p>If you believe your application or game provides its best experience when the screen is tall,
|
|
consider that tablets and similar devices have a screen that's as tall or taller in landscape
|
|
orientation than a phone in portrait orientation. With that in mind, you might be able to add a
|
|
landscape design that adds padding or extra landscape scenery on the left and right sides, so
|
|
the primary screen space still remains taller than it is wide.</p>
|
|
|
|
<p>Ideally, your application should handle all orientation changes instead of locking into one
|
|
orientation. When the user rotates the screen, the system restarts the current activity by calling
|
|
{@link android.app.Activity#onDestroy onDestroy()} and {@link android.app.Activity#onCreate
|
|
onCreate()}) in immediate succession. You should design your activity to account for these changes
|
|
in the lifecycle, so the activity can save and restore its state. You can learn about the
|
|
necessary lifecycle callback methods and how to save and restore the activity state in the <a
|
|
href="{@docRoot}guide/components/activities.html#Lifecycle">Activities</a>
|
|
document. If your activity state is more complex and cannot retain it using the normal
|
|
lifecycle callback methods, you can use alternative techniques described in <a
|
|
href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</a>.</p>
|
|
|
|
<p>In the worst-case scenario, however, you can avoid orientation changes by using the <a
|
|
href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code
|
|
android:screenOrientation}</a> attribute in the <a
|
|
href="{@docRoot}guide/topics/manifest/activity-element.html">{@code <activity>}</a>
|
|
element. Instead of locking the orientation in landscape or portrait, however, you should
|
|
specify a value of {@code "nosensor"}. This way, your activity uses whatever orientation the
|
|
device specifies as its natural orientation and the screen will not rotate. You should still
|
|
avoid using the <a
|
|
href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code
|
|
android:screenOrientation}</a> attribute, but because it's sometimes necessary to lock the
|
|
screen into one orientation, it's best if you do so in a way that uses the device's natural
|
|
orientation instead of assuming one specific orientation.</p>
|
|
|
|
<p>If your application uses the orientation sensors, such as the accelerometer (with the {@link
|
|
android.hardware.SensorManager} APIs), also be aware that the landscape screen can also cause
|
|
problems, due to false assumptions about which orientation is the natural position. For more
|
|
information about how you should properly handle rotation changes when using the orientation
|
|
sensors, read the blog post, <a
|
|
href="http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html">One
|
|
Screen Turn Deserves Another</a>.</p>
|
|
|
|
|
|
|
|
<h3 id="Telephony">Using telephony or other variable features</h3>
|
|
|
|
<p>Tablets and similar devices might not include support for telephony, so they can't make
|
|
traditional phone calls or handle SMS. Some devices might also omit
|
|
other hardware features, such as Bluetooth. If your application uses these features, then your
|
|
manifest file probably already includes (or should include) a declaration of the feature with the <a
|
|
href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code <uses-feature>}</a>
|
|
element. Doing so prevents devices that do not declare support for the feature from downloading
|
|
your applications. For example:</p>
|
|
|
|
<pre><uses-feature android:name="android.hardware.telephony" /></pre>
|
|
|
|
<p>By default, this declares that your application <em>requires</em> telephony features. So,
|
|
external services such as Google Play use this information to filter your application from
|
|
devices that do not offer telephony.</p>
|
|
|
|
<p>If, however, your application uses, but does not require the feature, you should
|
|
add to this element, {@code android:required="false"}. For example:</p>
|
|
|
|
<pre><uses-feature android:name="android.hardware.telephony" android:required="false" /></pre>
|
|
|
|
<p>This indicates that your application uses the feature, but is still functional if the feature is
|
|
not available. So, it should still be available to devices that don't provide telephony hardware
|
|
(or telephony features), such as tablets.</p>
|
|
|
|
<p>Then in your application code, you must gracefully disable the features that use telephony
|
|
when it's not available. You can check whether the feature is available using {@link
|
|
android.content.pm.PackageManager#hasSystemFeature PackageManager.hasSystemFeature()}. For
|
|
example:</p>
|
|
|
|
<pre>
|
|
PackageManager pm = getPackageManager();
|
|
boolean hasTelephony = pm.hasSystemFeature(PackageManager.FEATURE_TELEPHONY);
|
|
</pre>
|
|
|
|
<p>For more information about these
|
|
issues and how to future-proof your application for different hardware, read the blog post <a
|
|
href="http://android-developers.blogspot.com/2010/10/five-steps-to-future-hardware-happiness.html">
|
|
The Five Steps to Future Hardware Happiness</a>.</p> |