optimizing-for-3.0.jd revision 4d7bc65538c7cd9fbb1fbbcf22d1da47fcee1219
1page.title=Optimizing Apps for Android 3.0
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8    <strong>This doc is deprecated</strong></a>
9</div>
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11
12<div id="naMessage" style="display:block">
13<div><p><strong>This document has been deprecated.</strong></p>
14 <p>To learn about how you can  optimize your app for both tablets and handsets, please
15read the guide to <a href="tablets-and-handsets.html">Supporting Tablets and
16Handsets</a>.</p>
17
18 <input style="margin-top:1em;padding:5px" type="button"
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22</div>
23
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26
27
28
29<div id="qv-wrapper">
30<div id="qv">
31<h2>In this document</h2>
32<ol>
33<li><a href="#Setup">Setting Up Your SDK with Android 3.0</a></li>
34<li><a href="#Optimizing">Optimizing Your App for Tablets</a></li>
35<li><a href="#Upgrading">Upgrading or Developing a New App for Tablets</a></li>
36<li><a href="#ManagingAppDist">Managing App Distribution Based on Screen Configuration</a>
37  <ol>
38    <li><a href="#FilteringTabletApps">Filtering a tablet app from mobile devices</a></li>
39    <li><a href="#FilteringMobileApps">Filtering a mobile device app from tablets</a></li>
40  </ol>
41</li>
42<li><a href="#Issues">Other Issues</a>
43  <ol>
44    <li><a href="#Landscape">Adding support for landscape screens</a></li>
45    <li><a href="#Telephony">Using telephony or other variable features</a></li>
46  </ol>
47</li>
48</ol>
49
50<h2>See also</h2>
51
52<ol>
53  <li><a href="tablets-and-handsets.html">Supporting Tablets
54and Handsets</a></li>
55  <li><a
56href="{@docRoot}sdk/compatibility-library.html">Compatibility Library</a></li>
57  <li><a href="http://code.google.com/p/iosched/">Google I/O App source code</a></li>
58</ol>
59
60</div>
61</div>
62
63<p>Android 3.0 introduces several features that allow
64you to enhance your user's experience on tablets and similar devices. Any application you've already
65published is compatible with devices running Android 3.0, by default, because Android applications
66are forward-compatible. However, new tablet devices running Android 3.0 are now available to the
67public and provide users a new Android experience on a larger screen, so you should make sure
68your application looks and works great on the new platform and new device form-factors.</p>
69
70<p>This document shows how you can optimize your existing application for Android 3.0 and
71maintain compatibility with older versions or upgrade your application completely with new APIs.</p>
72
73
74<p><b>To get started:</b></p>
75
76<ol>
77  <li><a href="#Setup">Set up your SDK with Android 3.0</a>.
78    <p>Install the Android 3.0 platform, new tools, and set up a new AVD.</p></li>
79  <li>Choose to either optimize or upgrade:
80    <ol type="a">
81      <li><a href="#Optimizing">Optimize your app for tablets and similar devices</a>.
82        <p>Read this section if you have an existing application and want to
83maintain compatibility with older versions of Android. All you need to do is update your
84manifest file to declare support for Android 3.0, test your application on the new platform, and
85add extra resources to support extra large screens, as appropriate.</p>
86      </li>
87      <li><a href="#Upgrading">Upgrade or develop a new app for tablets and similar devices</a>.
88        <p>Read this section if you want to upgrade your application to use APIs introduced in
89Android 3.0 or create a new application targeted to tablets and similar devices. Compared to
90upgrading to previous versions of Android, there's nothing different about upgrading to Android 3.0.
91This section introduces some of the key features and APIs you should use to make an
92application that's fully enhanced for tablets.</p></li>
93    </ol>
94  </li>
95  <li>Consider whether you need to <a href="#ManagingAppDist">manage the distribution of your
96application based on screen configuration</a>.</li>
97  <li>Then review some <a href="#Issue">other issues</a> you might encounter when developing
98for tablets and similar devices.</li>
99</ol>
100
101
102<h2 id="Setup">Set Up Your SDK with Android 3.0</h2>
103
104<p>To start testing and developing your application on Android 3.0, set up your existing Android
105SDK with the new platform:</p>
106
107<p>(If you don't have an existing Android SDK, <a href="{@docRoot}sdk/index.html">download the
108SDK starter package now</a>.)</p>
109
110<ol>
111  <li><a href="{@docRoot}sdk/adding-components.html#launching">Launch the Android SDK and AVD
112Manager</a> and install the following:
113    <ul>
114      <li>SDK Platform Android 3.0</li>
115      <li>Android SDK Tools, revision 10</li>
116      <li>Android SDK Platform-tools, revision 3</li>
117      <li>Documentation for Android SDK, API 11</li>
118      <li>Samples for SDK API 11</li>
119    </ul>
120  </li>
121  <li><a href="{@docRoot}guide/developing/other-ide.html#AVD">Create an AVD</a> for a tablet-type
122device:
123  <p>Set the target to "Android 3.0" and the skin to "WXGA" (the default skin).</p></li>
124</ol>
125
126<p>The best way to test your application on Android 3.0 is to use real hardware running Android 3.0,
127such as the <a href="http://www.motorola.com/staticfiles/Consumers/XOOM/index.html">Motorola
128Xoom</a>. Of course, you can also use the Android emulator on your development machine, but because
129the Android emulator must simulate the ARM instruction set on your computer and the WXGA screen is
130significantly larger than a typical virtual device, emulator performance is much slower than a real
131device.</p>
132
133<h3>About emulator performance</h3>
134
135<p>Initializing the emulator can be slow and can take several minutes, depending on
136your hardware. When the emulator is booting, there is limited user feedback, so please be patient
137and wait until you see the home screen (or lock screen) appear. </p>
138
139<p>However, you don't need to boot the emulator each time you rebuild your
140application&mdash;typically you only need to boot at the start of a session and keep it running.
141Also see the tip below for information about using a snapshot to drastically reduce startup time
142after the first initialization. </p>
143
144<p>General performance in the emulator is also slow. We're working hard to resolve the performance
145issues and it will improve in future tools releases. If you don't yet have a real device running
146Android 3.0, the emulator is still best way to evaluate your application's appearance and
147functionality on Android 3.0.</p>
148
149<p class="note"><strong>Tip:</strong> To improve the startup time for the emulator, enable snapshots
150for the AVD when you create it with the SDK and AVD Manager (there's a checkbox in the AVD creator
151to <strong>Enable</strong> snapshots). Then, start the AVD from the AVD manager and check <b>Launch
152from snapshot</b> and <b>Save to snapshot</b>. This way, when you close the emulator, a snapshot of
153the AVD state is saved and used to quickly relaunch the AVD next time. However, when you choose to
154save a snapshot, the emulator will be slow to close, so you might want to disable <b>Save to
155snapshot</b> after you've acquired an initial snapshot (after you close the AVD for the first
156time).</p>
157
158
159
160<h2 id="Optimizing">Optimizing Your App for Tablets</h2>
161
162<p>If you've already developed an application for an earlier version of Android, there are a few
163things you can do to optimize it for a tablet-style experience on Android 3.0 without changing the
164minimum version required (you don't need to change your manifest's <a
165href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
166android:minSdkVersion}</a>).</p>
167
168<p class="note"><strong>Note:</strong> All Android applications are forward-compatible, so
169there's nothing you <em>have to</em> do&mdash;if your application is a good citizen of the Android
170APIs, your app should work fine on devices running Android 3.0. However, in order to provide users
171a better experience when using your app on an Android 3.0 tablet or similar-size device, you
172should update your application to inherit the new system theme and provide some optimizations for
173larger screens.</p>
174
175<p>Here are a few things you can do to optimize your application for devices running Android
1763.0:</p>
177
178<ol>
179  <li><b>Test your current application on Android 3.0</b>
180    <ol>
181      <li>Build your application as-is and install it on your Android 3.0 AVD (created above during
182<a href="#Setup">setup</a>).</li>
183      <li>Perform your usual tests to be sure everything works and looks as expected.</li>
184    </ol>
185  </li>
186  
187  <li><b>Apply the new "holographic" theme to your application</b>
188    <ol>
189      <li>Open your manifest file and update the <a
190href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code &lt;uses-sdk&gt;}</a> element to
191set <a
192href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code
193android:targetSdkVersion}</a> to {@code "11"}. For example:
194<pre>
195&lt;manifest ... >
196    &lt;uses-sdk android:minSdkVersion="4" 
197              android:targetSdkVersion="11" /&gt;
198    &lt;application ... >
199        ...
200    &lt;application>
201&lt;/manifest>
202</pre>
203    <p>By targeting the Android 3.0 platform, the system automatically applies the holographic theme
204to each activity when your application runs on an Android 3.0 device. The holographic theme
205provides a new design for widgets, such as buttons and text boxes, and new styles for other
206visual elements. This is the standard theme for applications built for Android 3.0, so your
207application will look and feel consistent with the system and other applications when it is
208enabled.</p>
209    <p>Additionally, when an activity uses the holographic theme, the system enables the <a
210href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a> for the activity and removes the
211Options Menu button in the system bar. The Action Bar
212replaces the traditional title bar at the top of the activity window and provides the user access to
213the activity's Options Menu.</p>
214      </li>
215      <li>Build your application against the same version of the Android platform you have been
216using previously (such as the version declared in your <a
217href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>),
218but install it on the Android 3.0 AVD. (You should not build against Android 3.0 unless you are
219using new APIs.) Repeat your tests to be sure that your user interface works well with the
220holographic theme.
221        <p class="note"><strong>Note:</strong> If you have applied other themes directly to your
222activities, they will override the inherited holographic theme. To resolve this, you can use
223the <a href="{@docRoot}guide/topics/resources/providing-resources.html#VersionQualifier">platform
224version qualifier</a> to provide an alternative theme for Android 3.0 devices that's based on the
225holographic theme. For more information, read how to <a
226href="{@docRoot}guide/topics/ui/themes.html#SelectATheme">select a theme based on platform
227version</a>.</p>
228    </ol>
229  </li>
230
231  <li><b>Supply alternative layout resources for xlarge screens</b>
232    <p>By providing <a
233href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative
234resources</a> when running on extra large screens (using the <code>xlarge</code> resource
235qualifier), you can improve the user experience of your application on tablet-type devices without
236using new APIs.</p>
237    <p>For example, here are some things to consider when creating a new layout for extra large
238screens:</p>
239    <ul>
240      <li>Landscape layout: The "normal" orientation for tablet-type devices is usually landscape
241(wide), so you should be sure that your activities offer a layout that's optimized for a wide
242viewing area. <p>You can specify landscape resources with the <code>land</code> resource
243qualifier, but if you want alternative resources for an extra large landscape screen, you
244should use both the <code>xlarge</code> and <code>land</code> qualifiers. For example, {@code
245res/layout-xlarge-land/}. The order of the qualifier names is important; see <a
246href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">
247Providing Alternative Resources</a> for more information.</p></li>
248      <li>Button position and size: Consider whether the position and size of the most common
249buttons in your UI make them easily accessible while holding a tablet with two hands. In some
250cases, you might need to resize buttons, especially if they use {@code "wrap_content"}
251as the width value. To enlarge the buttons, if necessary, you should either: add
252extra padding to the button; specify dimension values with {@code dp} units; or use {@code
253android:layout_weight} when the button is in a <a
254href="{@docRoot}guide/topics/ui/layout-objects.html#linearlayout">linear layout</a>. Use your
255best judgment of proportions for each screen size&mdash;you don't want the buttons to be too big,
256either.</li>
257      <li>Font sizes: Be sure your application uses {@code sp} units when setting font
258sizes. This alone should ensure a readable experience on tablet-style devices, because it is a
259scale-independent pixel unit, which will resize as appropriate for the current screen configuration.
260In some cases, however, you still might want to consider larger font sizes for <code>xlarge</code>
261configurations.</li>
262    </ul>
263    <p>In general, always be sure that your application follows the <a
264href="{@docRoot}guide/practices/screens_support.html#screen-independence">Best Practices
265for Screen Independence</a>.</p>
266  </li>
267</ol>
268
269
270
271
272<h2 id="Upgrading">Upgrading or Developing a New App for Tablets</h2>
273
274<div class="sidebox-wrapper">
275<div class="sidebox">
276  <h3>Use the Compatibility Library to remain backward-compatible</h3>
277<p>It is possible for you to upgrade your application with some new
278APIs <em>and</em> remain compatible with older versions of Android. Usually, this requires that you
279use techniques such as reflection to check for the availability of certain APIs at runtime. However,
280to help you add features from Android 3.0 without requiring you to change your <a
281href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>
282or build target, we're providing a static library called the <a
283href="{@docRoot}sdk/compatibility-library.html">Compatibility Library</a>
284(downloadable from the AVD and SDK Manager).</p>
285<p>This library includes APIs for <a
286href="{@docRoot}guide/topics/fundamentals/fragments.html">fragments</a>, <a
287href="{@docRoot}guide/topics/fundamentals/loaders.html">loaders</a>, and some updated classes. By
288simply adding this library to your Android project, you can use these APIs in your application and
289remain compatible with Android 1.6. For information about how to get the library and start
290using it in your application, see the <a
291href="{@docRoot}sdk/compatibility-library.html">Compatibility Library</a> document.</p>
292</div>
293</div>
294
295
296<p>If you want to develop an application that's fully enhanced for tablet-type devices running
297Android 3.0, then you need to use new APIs in Android 3.0. This section introduces some of
298the new features you should use.</p>
299
300
301<h3>Declare the minimum system version</h3>
302
303<p>The first thing to do when you upgrade or create a project for Android 3.0 is set your manifest's
304<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
305android:minSdkVersion}</a> to {@code "11"}. This declares that your application uses APIs available
306in Android 3.0 and greater, so it should not be available to devices running an older version of
307Android. For example:</p>
308
309<pre>
310&lt;manifest ... >
311    &lt;uses-sdk android:minSdkVersion="11" /&gt;
312    &lt;application ... >
313        ...
314    &lt;application>
315&lt;/manifest>
316</pre>
317
318<p>Not only is this necessary in order to declare the minimum API level your application requires,
319but it enables the new holographic theme to each of your activities. The holographic theme is the
320standard theme for the Android 3.0 system and all applications designed for it. It includes new
321designs for the system widgets and overall appearance.</p>
322
323<p>Additionally, the holographic theme enables the Action Bar for each activity.</p>
324
325
326<h3>Use the Action Bar</h3>
327
328<p>The Action Bar is a widget for activities that replaces the traditional title bar at the top of
329the screen. By default, the Action Bar includes the application logo on the left side, followed by
330the activity title, and access to items from the Options Menu in a drop-down list on the right
331side.</p>
332
333<p>You can enable items from the Options Menu to appear directly in the Action Bar as
334"action items" by adding {@code showAsAction="ifRoom"} to specific menu items in your <a
335href="{@docRoot}guide/topics/resources/menu-resource.html">menu resource</a>. You can also add
336navigation features to the Action Bar, such as tabs, and use the application icon to navigate to
337your application's "home" activity or to navigate "up" the application's activity hierarchy.</p>
338
339<p>For more information, read <a href="{@docRoot}guide/topics/ui/actionbar.html">Using the
340Action Bar</a>.</p>
341
342
343
344<h3>Divide your activities into fragments</h3>
345
346<p>A fragment represents a behavior or a portion of user interface in an activity. You can think of
347a fragment as a modular section of an activity, which has its own lifecycle, receives its own input
348events, and which you can add or remove while the activity is running. Fragments are an optional
349component for your activities that allow you to build a multi-pane UI and reuse them in multiple
350activities. If you're building an application for tablets, we recommend that you use fragments to
351create activities that offer a more dynamic and flexible user interface.</p>
352
353<p>For example, a news application can use one fragment to show a list of articles on the left and
354another fragment to display an article on the right&mdash;both fragments appear in one activity,
355side by side, and each fragment has its own set of lifecycle callback methods and handles its own
356input events. Thus, instead of using one activity to select an article and another activity to
357read the article, the user can select an article and read it all within the same activity.</p>
358
359<p>For more information, read the <a
360href="{@docRoot}guide/topics/fundamentals/fragments.html">Fragments</a> document.</p>
361
362
363<h3>Use new animation APIs for transitions</h3>
364
365<p>An all-new animation framework allows you to animate arbitrary properties of any object
366(such as a View, Drawable, Fragment, or anything else). You can define several animation aspects
367(such as duration, repeat, interpolation, and more) for an object's int, float, and hexadecimal
368color values, by default. That is, when an object has a property field for one of these types, you
369can change its value over time to affect an animation.</p>
370
371<p>The {@link android.view.View} class also provides new APIs that leverage the new animation
372framework, allowing you to easily apply 2D and 3D transformations to views in your activity layout.
373New transformations are made possible with a set of object properties that define the view's layout
374position, orientation, transparency and more.</p>
375
376<p>For more information, read the <a
377href="{@docRoot}guide/topics/graphics/animation.html">Property Animation</a> document.</p>
378
379
380<h3>Enable hardware acceleration</h3>
381
382<p>Android 3.0 adds a hardware-accelerated OpenGL renderer that gives a performance boost to most 2D
383graphics operations. You can enable hardware-accelerated rendering in your application by setting
384{@code android:hardwareAccelerated="true"} in your manifest's <a
385href="{@docRoot}guide/topics/manifest/application-element.html">{@code &lt;application&gt;}</a>
386element or for individual <a href="{@docRoot}guide/topics/manifest/activity-element.html">{@code
387&lt;activity&gt;}</a> elements. Hardware acceleration results in smoother animations, smoother
388scrolling, and overall better performance and response to user interaction. When enabled, be sure
389that you thoroughly test your application on a device that supports hardware acceleration.</p>
390
391
392<h3>Enhance your app widgets</h3>
393
394<p>App widgets allow users to access information from your application directly from the Home
395screen and interact with ongoing services (such as preview their email and control music playback).
396Android 3.0 enhances these capabilities by enabling collections, created with widgets such as
397{@link android.widget.ListView}, {@link android.widget.GridView}, and the new {@link
398android.widget.StackView}. These widgets allow you to create more interactive app
399widgets, such as one with a scrolling list, and can automatically update their data through a {@link
400android.widget.RemoteViewsService}.</p>
401
402<p>Additionally, you should create a preview image of your app widget using the Widget Preview
403application (pre-installed in an Android 3.0 AVD) and reference it with the {@link
404android.appwidget.AppWidgetProviderInfo#previewImage android:previewImage} attribute, so that users
405can see what the app widget looks like before adding it to their Home screen.</p>
406
407
408<h3>Add other new features</h3>
409
410<p>Android 3.0 introduces many more APIs that you might find valuable for your
411application, such as drag and drop APIs, new Bluetooth APIs, a system-wide clipboard framework, a
412new graphics engine called Renderscript, and more.</p>
413
414<p>To learn more about the APIs mentioned above and more, see the <a
415href="{@docRoot}sdk/android-3.0.html">Android 3.0 Platform</a> document.</p>
416
417
418<h3>Look at some samples</h3>
419
420<p>Many of the new features and APIs that are described above and in the <a
421href="{@docRoot}sdk/android-3.0.html#api">Android 3.0 Platform</a> document also have accompanying
422samples that allow you to preview the effects and can help you understand how to use them. To get
423the samples, download them from the SDK repository <a href="{@docRoot}sdk/adding-components.html"
424>using the Android SDK and AVD Manager</a>. After downloading the samples ("Samples for SDK API
42511"), you can find them in <code>&lt;sdk_root&gt;/samples/android-11/</code>. The following list
426provides links to the browsable source code for some of the samples:</p>
427
428<ul>
429  <li><a href="{@docRoot}resources/samples/HoneycombGallery/index.html">Honeycomb Gallery</a>:
430Demonstrates many new APIs in Android 3.0, including fragments, the action bar, drag and drop, and
431animations.</li>
432  <li><a
433href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/index.html#Fragment">
434Fragments</a>: Various samples that demonstrate fragment layouts, back stack, restoring state, and
435more.</li>
436  <li><a
437href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/ActionBarMechanics.html"
438>Action Bar</a>: Samples that demonstrate various Action Bar features, such as tabs, logos, and
439action items.</li>
440  <li><a
441href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/content/ClipboardSample.html"
442>Clipboard</a>: An example of how to use the clipboard for copy and paste operations.</li>
443  <li><a
444href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/DragAndDropDemo.html">
445Drag and Drop</a>: An example of how to perform drag and drop with new View events.</li>
446  <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/List15.html">
447Multi-choice List</a>: An example of how to provide multiple-choice selection for ListView and
448GridView.</li>
449  <li><a
450href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/LoaderThrottle.html">
451Content Loaders</a>: An example using new Loader APIs to asynchronously load data.</li>      
452  <li><a
453href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/animation/index.html">
454Property Animation</a>: Several samples using the new animation APIs to animate object
455properties.</li>
456  <li><a
457href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/SearchViewActionBar.html">
458Search View Widget</a>: Example using the new search widget in the Action Bar (as an
459"action view").</li>
460  <li><a
461href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript</a>: Contains several
462different applications that demonstrate using renderscript APIs for computations and 3D
463graphics.</li>
464</ul>
465
466
467
468<h2 id="ManagingAppDist">Managing App Distribution Based on Screen Configuration</h2>
469
470<p>If your manifest file has either <a
471href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>
472or <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code
473android:targetSdkVersion}</a> set to {@code "4"} or higher, then the Android system will scale your
474application's layout and assets to fit the current device screen, whether the device screen is
475smaller or larger than the one for which you originally designed your application. As such, you
476should always test your application on real or <a
477href="{@docRoot}guide/developing/devices/index.html">virtual devices</a> with various screen sizes
478and densities.</p>
479
480<p>Although we recommend that you design your application to function properly on multiple
481configurations of screen size and density, you can instead choose to limit the distribution of your
482application to certain types of screens, such as only tablets or only mobile devices. To do so, you
483can add elements to your Android manifest file that enable filtering based on screen configuration
484by external services such as Google Play.</p>
485
486<p>However, before you decide to restrict your application to certain screen configurations, you
487should understand the techniques for <a
488href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a> and employ
489them to the best of your ability. By supporting multiple screens, your application can be made
490available to the greatest number of users with different devices.</p>
491
492
493<h3 id="FilteringTabletApps">Filtering a tablet application from mobile devices</h3>
494
495<p>If the system scaling adversely affects your application UI when scaling your application down
496for smaller screens, you should add <a
497href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative
498layouts</a> for smaller screens to adjust your layout. However, sometimes your layout still might
499not fit a smaller screen or you've explicitly designed your application only for tablets and other
500large devices. In this case, you can manage the availability of your application to smaller screens
501by using the <a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
502&lt;supports-screens>}</a> manifest element.</p>
503
504<p>For example, if you want your application to be available only to extra large
505screens, you can declare the element in your manifest like this:</p>
506
507<pre>
508&lt;manifest ... >
509    ...
510    &lt;supports-screens android:smallScreens="false"
511                      android:normalScreens="false"
512                      android:largeScreens="false"
513                      android:xlargeScreens="true" /&gt;
514    &lt;application ... >
515        ...
516    &lt;application>
517&lt;/manifest>
518</pre>
519
520<p>External services such as Google Play read this manifest element and use it to ensure that
521your application is available only to devices with an extra large screen.</p>
522
523<p class="note"><strong>Note:</strong> If you use the <a
524href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
525&lt;supports-screens>}</a> element for the reverse scenario (when your application is not compatible
526with <em>larger</em> screens) and set the larger screen size attributes to {@code "false"}, then
527external services such as Google Play <strong>do not</strong> apply filtering. Your application
528will still be available to larger screens, but when it runs, it will not fill the screen&mdash;the
529system will draw it in a "postage stamp" window that's the same relative size as the screen size
530that your application does support. If you want to prevent your application from being downloaded on
531larger screens, see the following section.</p>
532
533
534<h3 id="FilteringMobileApps">Filtering a mobile device application from tablets</h3>
535
536<p>Because Android automatically scales applications to fit larger screens, you shouldn't
537need to filter your application from larger screens. However, you might discover that your
538application can't scale up or perhaps you've decided to publish two versions of your application
539that each deliver different features for different screen configurations, so you don't want
540larger devices to download the version designed for smaller screens. In such a case, you can
541use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
542&lt;compatible-screens>}</a> element to manage the distribution of your application based on the
543combination of screen size and density. External services such as
544Google Play uses this information to apply filtering to your application, so that only devices
545that have a screen configuration with which you declare compatibility can download your
546application.</p>
547
548<p>The <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
549&lt;compatible-screens>}</a> element must contain one or more {@code &lt;screen&gt;} elements,
550which each specify a screen configuration with which your application is compatible, using both
551the {@code android:screenSize} and {@code android:screenDensity} attributes. Each {@code
552&lt;screen&gt;} element <strong>must include both attributes</strong> to specify an individual
553screen configuration&mdash;if either attribute is missing, then the element is invalid
554(external services such as Google Play will ignore it).</p>
555
556<p>For example, if your application is compatible with only small and normal screens, regardless
557of screen density, then you must specify eight different {@code &lt;screen&gt;} elements,
558because each screen size has four density configurations. You must declare each one of
559these; any combination of size and density that you do <em>not</em> specify is considered a screen
560configuration with which your application is <em>not</em> compatible. Here's what the manifest
561entry looks like if your application is compatible with only small and normal screens:</p>
562
563<pre>
564&lt;manifest ... >
565    ...
566    &lt;compatible-screens>
567        &lt;!-- all small size screens -->
568        &lt;screen android:screenSize="small" android:screenDensity="ldpi" />
569        &lt;screen android:screenSize="small" android:screenDensity="mdpi" />
570        &lt;screen android:screenSize="small" android:screenDensity="hdpi" />
571        &lt;screen android:screenSize="small" android:screenDensity="xhdpi" />
572        &lt;!-- all normal size screens -->
573        &lt;screen android:screenSize="normal" android:screenDensity="ldpi" />
574        &lt;screen android:screenSize="normal" android:screenDensity="mdpi" />
575        &lt;screen android:screenSize="normal" android:screenDensity="hdpi" />
576        &lt;screen android:screenSize="normal" android:screenDensity="xhdpi" />
577    &lt;/compatible-screens>
578    &lt;application ... >
579        ...
580    &lt;application>
581&lt;/manifest>
582</pre>
583
584<p class="note"><strong>Note:</strong> Although you can also use the <a
585href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
586&lt;compatible-screens>}</a> element for the reverse scenario (when your application is not
587compatible with smaller screens), it's easier if you instead use the <a
588href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
589&lt;supports-screens>}</a> as discussed in the previous section, because it doesn't require you
590to specify each screen density your application supports.</p>
591
592<p>Remember, you should strive to make your application available to as many devices as possible by
593applying all necessary techniques for <a
594href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a>. You should
595then use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
596&lt;compatible-screens>}</a> element to filter your application from certain devices only when you
597cannot offer compatibility on all screen configurations or you have decided to provide
598multiple versions of your application, each for a different set of screen configurations.</p>
599
600
601
602<h2 id="Issues">Other Issues</h2>
603
604<p>Whether you decide to optimize or upgrade your application for tablet-type devices, you
605should be aware that the functionality and availability of your application on new devices
606might be affected by the following issues:</p>
607
608<ul>
609  <li><a href="#Landscape">Tablets are often designed for use in the landscape orientation</a>
610  <p>Tablets and similar devices often have a screen that uses the landscape orientation
611by default. If your application assumes a portrait orientation or locks into portrait
612orientation, you should update your application to support landscape.</p></li>
613  <li><a href="#Telephony">Not all devices have telephony or other features</a>
614  <p>If your application declares the {@code "android.hardware.telephony"} feature in the manifest,
615then it will not be available to devices that do not offer telephony (such as tablets), based on
616Google Play filtering. If your application can function properly without telephony, you should
617update your application to gracefully disable the telephony features when not available on a
618device.</p></li>
619</ul>
620
621
622<h3 id="Landscape">Adding support for landscape screens</h3>
623
624<p>Although tablets can rotate to operate in any orientation, they are often designed for
625landscape orientation and that is how most users will use them. So, you should ensure that your
626application can function in landscape. Even if you want to avoid rotating the screen while your
627application is running, you should not assume that portrait is the device's default orientation. You
628should either ensure that your layout is usable in both portrait and landscape orientations or
629provide an <a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources" 
630>alternative layout resource</a> for landscape orientation.</p>
631
632<p>If you believe your application or game provides its best experience when the screen is tall,
633consider that tablets and similar devices have a screen that's as tall or taller in landscape
634orientation than a phone in portrait orientation. With that in mind, you might be able to add a
635landscape design that adds padding or extra landscape scenery on the left and right sides, so
636the primary screen space still remains taller than it is wide.</p>
637
638<p>Ideally, your application should handle all orientation changes instead of locking into one
639orientation. When the user rotates the screen, the system restarts the current activity by calling
640{@link android.app.Activity#onDestroy onDestroy()} and {@link android.app.Activity#onCreate
641onCreate()}) in immediate succession. You should design your activity to account for these changes
642in the lifecycle, so the activity can save and restore its state. You can learn about the
643necessary lifecycle callback methods and how to save and restore the activity state in the <a
644href="{@docRoot}guide/topics/fundamentals/activities.html#Lifecycle">Activities</a>
645document. If your activity state is more complex and cannot retain it using the normal
646lifecycle callback methods, you can use alternative techniques described in <a
647href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</a>.</p>
648
649<p>In the worst-case scenario, however, you can avoid orientation changes by using the <a
650href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code
651android:screenOrientation}</a> attribute in the <a
652href="{@docRoot}guide/topics/manifest/activity-element.html">{@code &lt;activity&gt;}</a>
653element. Instead of locking the orientation in landscape or portrait, however, you should
654specify a value of {@code "nosensor"}. This way, your activity uses whatever orientation the
655device specifies as its natural orientation and the screen will not rotate. You should still
656avoid using the <a
657href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code
658android:screenOrientation}</a> attribute, but because it's sometimes necessary to lock the
659screen into one orientation, it's best if you do so in a way that uses the device's natural
660orientation instead of assuming one specific orientation.</p>
661
662<p>If your application uses the orientation sensors, such as the accelerometer (with the {@link
663android.hardware.SensorManager} APIs), also be aware that the landscape screen can also cause
664problems, due to false assumptions about which orientation is the natural position. For more
665information about how you should properly handle rotation changes when using the orientation
666sensors, read the blog post, <a
667href="http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html">One
668Screen Turn Deserves Another</a>.</p>
669
670
671
672<h3 id="Telephony">Using telephony or other variable features</h3>
673
674<p>Tablets and similar devices might not include support for telephony, so they can't make
675traditional phone calls or handle SMS. Some devices might also omit
676other hardware features, such as Bluetooth. If your application uses these features, then your
677manifest file probably already includes (or should include) a declaration of the feature with the <a
678href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code &lt;uses-feature&gt;}</a>
679element. Doing so prevents devices that do not declare support for the feature from downloading
680your applications. For example:</p>
681
682<pre>&lt;uses-feature android:name="android.hardware.telephony" /></pre>
683
684<p>By default, this declares that your application <em>requires</em> telephony features. So,
685external services such as Google Play use this information to filter your application from
686devices that do not offer telephony.</p>
687
688<p>If, however, your application uses, but does not require the feature, you should
689add to this element, {@code android:required="false"}. For example:</p>
690
691<pre>&lt;uses-feature android:name="android.hardware.telephony" android:required="false" /></pre>
692
693<p>This indicates that your application uses the feature, but is still functional if the feature is
694not available. So, it should still be available to devices that don't provide telephony hardware
695(or telephony features), such as tablets.</p>
696
697<p>Then in your application code, you must gracefully disable the features that use telephony
698when it's not available. You can check whether the feature is available using {@link
699android.content.pm.PackageManager#hasSystemFeature PackageManager.hasSystemFeature()}. For
700example:</p>
701
702<pre>
703PackageManager pm = getPackageManager();
704boolean hasTelephony = pm.hasSystemFeature(PackageManager.FEATURE_TELEPHONY);
705</pre>
706
707<p>For more information about these
708issues and how to future-proof your application for different hardware, read the blog post <a
709href="http://android-developers.blogspot.com/2010/10/five-steps-to-future-hardware-happiness.html">
710The Five Steps to Future Hardware Happiness</a>.</p>