398 lines
20 KiB
Plaintext
398 lines
20 KiB
Plaintext
page.title=Optimizing Apps for Android 3.0
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@jd:body
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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">Set Up Your SDK with Android 3.0</a></li>
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<li><a href="#SearchableConfiguration">Optimize Your App for Tablets and Similar Devices</a></li>
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<li><a href="#SearchableActivity">Upgrade or Develop a New App for Tablets and Similar
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Devices</a></li>
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</ol>
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</div>
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</div>
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<p>If you're developing an Android application, 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, there are some simple changes you should make to optimize your
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application for tablet-type devices.</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>.</li>
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<li>Then choose to either optimize or upgrade:
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<ol type="a">
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<li><a href="#Optimize">Optimize Your App for Tablets and Similar Devices</a>.
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<p>When you have an existing application and want to maintain compatibility with
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older versions of Android.</p>
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</li>
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<li><a href="#Upgrade">Upgrade or Develop a New App for Tablets and Similar Devices</a>.
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<p>When you want to upgrade your application to use APIs introduced in Android 3.0 or
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create a new application targeted to tablets and similar devices.</p></li>
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</ol>
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</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/adding-components.html#launching">Launch the Android SDK and AVD
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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}guide/developing/other-ide.html#AVD">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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<h3>About emulator performance</h3>
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<p>Because the Android emulator must simulate the ARM instruction set on your computer
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and the WXGA screen is significantly larger than a typical virtual device, emulator performance is
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much slower than a real device.</p>
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<p>In particular, 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>We're working hard to resolve the performance issues and it will improve in future tools
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releases. For the time being, the emulator is still best way to evaluate your application's
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appearance and functionality on Android 3.0 without a real device.</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 SDK and 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="Optimize">Optimize Your Application for Tablets and Similar Devices</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 restyles other
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visual elements. This is the standard theme in applications built for Android 3.0, so your
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application will look more at home by enabling the theme.</p>
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<p>Additionally, the holographic theme enables the <a
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href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a> in your activities when running on an
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Android 3.0 device. The Action Bar replaces the traditional title bar at the top of the activity
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window and provides the user access to the activity's Options Menu.</p>
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</li>
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<li>Continue to build your application against the minimum version specified by <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. Repeat your tests to be sure that your user interface works
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well with the 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">system
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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 <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: Consider whether the position of the most common buttons in your UI are
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easily accessible while holding a tablet with two hands.</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. In some cases,
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however, you might want to consider larger font sizes for <code>xlarge</code> 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="Upgrade">Upgrade or Develop a New App for Tablets and Similar Devices</h2>
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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 create a project for Android 3.0 is set your manifest's <a
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href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>
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to {@code "11"}. 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>By targeting the Android 3.0 platform, the system automatically applies the new holographic theme
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to each of your activities.</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 any available items from the Options Menu on the right side.</p>
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<p>You can enable items from your activity's Options Menu to appear directly in the Action Bar as
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"action items" by adding {@code showAsAction="ifRoom"} to specific 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 "up" the 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 combine
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multiple fragments in a single activity to build a multi-pane UI and reuse a fragment in multiple
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activities. You can think of a fragment as a modular section of an activity, which has its own
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lifecycle, receives its own input events, and which you can add or remove while the activity is
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running.</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/topics/fundamentals/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 flexible animation framework allows you to animate arbitrary properties of any object
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(View, Drawable, Fragment, Object, 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/animation.html">Property Animation</a> document.</p>
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<h3>Enable hardware acceleration</h3>
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<p>You can now enable the OpenGL renderer for your application by setting {@code
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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
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application (pre-installed in an Android 3.0 AVD) and reference it with the {@link
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android.appwidget.AppWidgetProviderInfo#previewImage android:previewImage} attribute, so that users
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can see what the app widget looks like before adding it to their Home screen.</p>
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<h3>Add other new features</h3>
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<p>Android 3.0 introduces many more APIs that you might find valuable for your
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application, such as drag and drop APIs, new Bluetooth APIs, a system-wide clipboard framework, a
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new graphics engine called Renderscript, and more.</p>
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<p>To learn more about the APIs mentioned above and more, see the <a
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href="{@docRoot}sdk/android-3.0.html">Android 3.0 Platform</a> document.</p>
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<h3>Publish your app for extra large screens</h3>
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<p>You should also decide whether your application is <em>only</em> for
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tablet-type devices (specifically, <em>xlarge</em> devices) or for all types of screen sizes.</p>
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<p>If you want your application to be available to all screen sizes (for example, for all
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phones and tablets), there's nothing you need to do. By default, an application with <a
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href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
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android:minSdkVersion}</a> set to {@code "4"} or higher will resize to fit any screen size.</p>
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<p>If your application is <em>only</em> for <em>xlarge</em> screens, include the <a
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href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
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<supports-screens>}</a> element in your manifest and declare that the application supports
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only <em>xlarge</em> screens, by declaring all other sizes {@code "false"}. For example:</p>
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<pre>
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<manifest ... >
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...
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<supports-screens android:smallScreens="false"
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android:normalScreens="false"
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android:largeScreens="false"
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android:xlargeScreens="true" />
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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>With this declaration, you indicate that your application does not support any screen size except
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extra large. External services such as Android Market may then use this information to filter your
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application from devices that do not have an extra large screen.</p>
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<h3>Look at some samples</h3>
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<p>Many of the new features and APIs that are described in the <a
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href="{@docRoot}sdk/android-3.0.html#api">Android 3.0 Platform Preview</a> also have accompanying
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samples that can help you understand how to use them. To get the samples, download them from the SDK
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repository using the Android SDK Manager. After downloading the samples ("Samples for SDK API 11"),
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you can find them in <code><sdk_root>/samples/android-11/</code>. The links below can help you
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find samples for the features you are interested in:</p>
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<ul>
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<li><a href="{@docRoot}resources/samples/HoneycombGallery/index.html">Honeycomb Gallery</a>:
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Demonstrates many new APIs in Android 3.0, including fragments, the action bar, drag and drop, and
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animations.</li>
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<li><a
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href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/index.html#Fragment">
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Fragments</a>: Various samples that demonstrate fragment layouts, back stack, restoring state, and
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more.</li>
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<li><a
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href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/ActionBarMechanics.html"
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>Action Bar</a>: Samples that demonstrate various Action Bar features, such as tabs, logos, and
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action items.</li>
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<li><a
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href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/content/ClipboardSample.
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html">Clipboard</a>: An example of how to use the clipboard for copy and paste operations.</li>
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<li><a
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href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/DragAndDropDemo.html">
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Drag and Drop</a>: An example of how to perform drag and drop with new View events.</li>
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<li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/List15.html">
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Multi-choice List</a>: An example of how to provide multiple-choice selection for ListView and
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GridView.</li>
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<li><a
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href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/LoaderThrottle.html">
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Content Loaders</a>: An example using new Loader APIs to asynchronously load data.</li>
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<li><a
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href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/animation/index.html">
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Property Animation</a>: Several samples using the new animation APIs to animate object
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properties.</li>
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<li><a
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href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/SearchViewActionBar.
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html">Search View Widget</a>: Example using the new search widget in the Action Bar (as an
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"action view").</li>
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<li><a
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href="{@docRoot}resources/samples/Renderscript/index.html">Renderscript</a>: Contains several
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different applications that demonstrate using renderscript APIs for computations and 3D
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graphics.</li>
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</ul>
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