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Devices and Displays

PREVIOUSNEXT Android powers millions of phones, tablets, and other devices in a wide variety of screen sizes and form factors. By taking advantage of Android's flexible layout system, you can create apps that gracefully scale from large tablets to smaller phones.

Be flexible
Stretch and compress your layouts to accommodate various heights and widths.

Optimize layouts
On larger devices, take advantage of extra screen real estate. Create compound views that combine multiple views to reveal more content and ease navigation.

Assets for all


Provide resources for different screen densities (DPI) to ensure that your app looks great on any device.

Strategies
So where do you begin when designing for multiple screens? One approach is to work in the base standard (normal size and MDPI) and scale it up or down for the other buckets. Another approach is to start with the device with the largest screen size, and then scale down and figure out the UI compromises you'll need to make on smaller screens. For details about designing layouts for larger screens, see the Multi-pane Layouts guide. Developer Guide For information about how to build flexible layouts for multiple screen sizes and densities, read Designing for Multiple Screens and Building a Dynamic UI with Fragments.

Metrics and Grids


PREVIOUSNEXT Devices vary not only in physical size, but also in screen density (DPI). To simplify the way you design for multiple screens, think of each device as falling into a particular size bucket and density bucket:

The size buckets are handset (smaller than 600dp) and tablet (larger than or equal 600dp). The density buckets are LDPI, MDPI, HDPI, XHDPI, XXHDPI, and XXXHDPI.

Optimize your application's UI by designing alternative layouts for some of the different size buckets, and provide alternative bitmap images for different density buckets. Because it's important that you design and implement your layouts for multiple densities, the guidelines below and throught the documentation refer to layout dimensions with dp measurements instead of pixels.

Space considerations
Devices vary in the amount of density-independent pixels (dp) they can display. To see more, visit the Screen Sizes and Densities Device Dashboard.

48dp Rhythm

Touchable UI components are generally laid out along 48dp units.

Why 48dp?
On average, 48dp translate to a physical size of about 9mm (with some variability). This is comfortably in the range of recommended target sizes (7-10 mm) for touchscreen objects and users will be able to reliably and accurately target them with their fingers. If you design your elements to be at least 48dp high and wide you can guarantee that:

your targets will never be smaller than the minimum recommended target size of 7mm regardless of what screen they are displayed on. you strike a good compromise between overall information density on the one hand, and targetability of UI elements on the other.

Mind the gaps


Spacing between each UI element is 8dp.

Examples

Typography
PREVIOUSNEXT

Download Roboto The Android design language relies on traditional typographic tools such as scale, space, rhythm, and alignment with an underlying grid. Successful deployment of these tools is essential to help users quickly understand a screen of information. To support such use of typography, Ice Cream Sandwich introduced a new type family named Roboto, created specifically for the requirements of UI and high-resolution screens. The current TextView framework offers Roboto in thin, light, regular and bold weights, along with an italic style for each weight. The framework also offers theRoboto Condensed variant in regular and bold weights, along with an italic style for each weight.

Specimen Book

Default type colors


The Android UI uses the following default color styles:textColorPrimary and textColorSecondary. For light themes use textColorPrimaryInverse andtextColorSecondaryInverse. The framework text color styles also support variants for touch feedback states when used inside UI elements.

Typographic Scale
Contrast in type sizes can go a long way to create ordered, understandable layouts. However, too many different sizes in the same UI can be messy. The Android framework uses the following limited set of type sizes:

Users can select a system-wide scaling factor for text in the Settings app. In order to support these accessibility features, type should be specified in scale-independent pixels (sp) wherever possible. Layouts supporting scalable types should be tested against these settings.

Iconography

PREVIOUSNEXT

An icon is a graphic that takes up a small portion of screen real estate and provides a quick, intuitive representation of an action, a status, or an app. When you design icons for your app, it's important to keep in mind that your app may be installed on a variety of devices that offer a range of pixel densities, as mentioned in Devices and Displays. But you can make your icons look great on all devices by providing each icon in multiple sizes. When your app runs, Android checks the characteristics of the device screen and loads the appropriate density-specific assets for your app. Because you will deliver each icon in multiple sizes to support different densities, the design guidelines below refer to the icon dimensions in dp units, which are based on the pixel dimensions of a medium-density (MDPI) screen.

So, to create an icon for different densities, you should follow the 2:3:4:6:8 scaling ratio between the five primary densities (medium, high, x-high, xx-high, and xxx-high respectively). For example, consider that the size for a launcher icon is specified to be 48x48 dp. This means the baseline (MDPI) asset is 48x48 px, and the high density (HDPI) asset should be 1.5x the baseline at 72x72 px, and the x-high density (XHDPI) asset should be 2x the baseline at 96x96 px, and so on. Note: Android also supports low-density (LDPI) screens, but you normally don't need to create custom assets at this size because Android effectively down-scales your HDPI assets by 1/2 to match the expected size.

Launcher

The launcher icon is the visual representation of your app on the Home or All Apps screen. Since the user can change the Home screen's wallpaper, make sure that your launcher icon is clearly visible on any type of background.

Sizes & scale


Launcher icons on a mobile device must be 48x48 dp. Launcher icons for display on Google Play must be512x512 pixels.

Proportions

Full asset, 48x48 dp

Style
Use a distinct silhouette. Three-dimensional, front view, with a slight perspective as if viewed from above, so that users perceive some depth.

Action Bar

Action bar icons are graphic buttons that represent the most important actions people can take within your app. Each one should employ a simple metaphor representing a single concept that most people can grasp at a glance. Pre-defined glyphs should be used for certain common actions such as "refresh" and "share." The download link below provides a package with icons that are scaled for various screen densities and are suitable for use with the Holo Light and Holo Dark themes. The package also includes unstyled icons that you can modify to match your theme, in addition to Adobe Illustrator source files for further customization. Download the Action Bar Icon Pack

Sizes & scale

Action bar icons for phones should be 32x32 dp.

Focal area & proportions

Full asset, 32x32 dp Optical square, 24x24 dp

Style
Pictographic, flat, not too detailed, with smooth curves or sharp shapes. If the graphic is thin, rotate it 45 left or right to fill the focal space. The thickness of the strokes and negative spaces should be a minimum of 2 dp.

Colors

Colors: #333333 Enabled: 60% opacity Disabled: 30% opacity

Colors: #FFFFFF Enabled: 80% opacity Disabled: 30% opacity

Small / Contextual Icons

Within the body of your app, use small icons to surface actions and/or provide status for specific items. For example, in the Gmail app, each message has a star icon that marks the message as important.

Sizes & scale

Small icons should be 16x16dp.

Focal area & proportions

Full asset, 16x16 dp Optical square, 12x12 dp

Style
Neutral, flat, and simple. Filled shapes are easier to see than thin strokes. Use a single visual metaphor so that a user can easily recognize and understand its purpose.

Colors
Use non-neutral colors sparingly and with purpose. For example, Gmail uses yellow in the star icon to indicate a bookmarked message. If an icon is actionable, choose a color that contrasts well with the background.

Notification Icons

If your app generates notifications, provide an icon that the system can display in the status bar whenever a new notification is available.

Sizes & scale

Notification icons must be24x24 dp.

Focal area & proportions

Full asset, 24x24 dp Optical square, 22x22 dp

Style
Keep the style flat and simple, using the same single, visual metaphor as your launcher icon.

Colors
Notification icons must be entirely white. Also, the system may scale down and/or darken the icons.

Design Tips

Here are some tips you might find useful as you create icons or other drawable assets for your application. These tips assume you are using Adobe Photoshop or a similar raster and vector image-editing program.

Use vector shapes where possible


Many image-editing programs such as Adobe Photoshop allow you to use a combination of vector shapes and raster layers and effects. When possible, use vector shapes so that if the need arises, assets can be scaled up without loss of detail and edge crispness. Using vectors also makes it easy to align edges and corners to pixel boundaries at smaller resolutions.

Start with large artboards


Because you will need to create assets for different screen densities, it is best to start your icon designs on large artboards with dimensions that are multiples of the target icon sizes. For example, launcher icons are 48, 72, 96, or 144 pixels wide, depending on screen density (mdpi, hdpi, xhdpi, and xxhdpi, respectively). If you initially draw launcher icons on an 864x864

artboard, it will be easier and cleaner to adjust the icons when you scale the artboard down to the target sizes for final asset creation.

When scaling, redraw bitmap layers as needed


If you scaled an image up from a bitmap layer, rather than from a vector layer, those layers will need to be redrawn manually to appear crisp at higher densities. For example if a 60x60 circle was painted as a bitmap for mdpi it will need to be repainted as a 90x90 circle for hdpi.

Use common naming conventions for icon assets


Try to name files so that related assets will group together inside a directory when they are sorted alphabetically. In particular, it helps to use a common prefix for each icon type. For example:
Asset Type Prefix Example

Icons

ic_

ic_star.png

Launcher icons

ic_launcher ic_menu ic_stat_notify ic_tab ic_dialog

ic_launcher_calendar.pn ic_menu_archive.png

Menu icons and Action Bar icons

Status bar icons

ic_stat_notify_msg.png ic_tab_recent.png ic_dialog_info.png

Tab icons

Dialog icons

Note that you are not required to use a shared prefix of any type doing so is for your convenience only.

Set up a working space that organizes files by density


Supporting multiple screen densities means you must create multiple versions of the same icon. To help keep the multiple copies of files safe and easier to find, we recommend creating a directory structure in your working space that organizes asset files based on the target density. For example:
art/... mdpi/... _pre_production/... working_file.psd finished_asset.png hdpi/...

_pre_production/... working_file.psd finished_asset.png xhdpi/... _pre_production/... working_file.psd finished_asset.png

xxhdpi/... _pre_production/... working_file.psd finished_asset.png Because the structure in your working space is similar to that of the application, you can quickly determine which assets should be copied to each resources directory. Separating assets by density also helps you detect any variances in filenames across densities, which is important because corresponding assets for different densities must share the same filename. For comparison, here's the resources directory structure of a typical application:
res/... drawable-ldpi/... finished_asset.png drawable-mdpi/... finished_asset.png drawable-hdpi/... finished_asset.png drawable-xhdpi/... finished_asset.png

For more information about how to save resources in the application project, see Providing Resources.

Remove unnecessary metadata from final assets


Although the Android SDK tools will automatically compress PNGs when packaging application resources into the application binary, a good practice is to remove unnecessary headers and metadata from your PNG assets. Tools such asOptiPNG or Pngcrush can ensure that this metadata is removed and that your image asset file sizes are optimized.

Get Started with Publishing


HELP TOPICS

Developer Registration Supported Locations for Distributing Apps Policy and Best Practices Developer Support

GET STARTED
1. Google Play Developer Console

You can set up to start publishing on Google Play in only a few minutes. Here's how you do it:

Register for a Google Play publisher account If you will sell apps, set up a Google Wallet Merchant Account Explore the Google Play Developer Console and learn about the tools for publishing

Register for a publisher account


The first step is to visit the Google Play Developer Console and register for a publisher account. Here's what you will do during registration:

Tips

You need a Google account to register. You can create one during the process. If you are an organization, consider registering a new Google account rather than using a personal account. Review the developer countries andmerchant countries where you can distribute and sell apps.

1. Visit the Google Play Developer Console athttps://play.google.com/apps/publish/. 2. Enter basic information about your developer identity developer name, email address, and so on. You can modify this information later. 3. Read and accept the Developer Distribution Agreement that applies to your country or region. Note that apps and store listings that you publish on Google Play must comply with the Developer Program Policies and US export law, 4. Pay a $25 USD registration fee using Google Wallet. If you don't have a Google Wallet account, you can quickly set one up during the process. When your registration is verified, youll be notified at the email address you s pecified during registration.

Set up a Google Wallet Merchant account


If you want to sell products on Google Play priced apps, in-app products, or subscriptions you will also need to set up a Google Wallet Merchant Account. You can do that at any time, but make sure to first review the list of merchant countries. To set up a Merchant account from the Developer Console: 1. Sign in to your Google Play Developer Console at https://play.google.com/apps/publish/ 2. Open Financial reports on the side navigation.

3. Click Setup a Merchant Account now .

This takes you to the Google Wallet site to sign up as a Merchant; you'll need information about your business available to complete this step.

Explore the Developer Console


When your registration is verified, you can sign in to your Developer Console, which will be the home for your app publishing operations and tools on Google Play. Once you've registered and received verification by email, you can sign in to your Google Play Developer Console, which will be the home for your app publishing operations and tools on Google Play. This sections below introduce a few of the key areas you'll find in the Developer Console.

All applications page: Gives you a quick overview of your apps, lets you jump to stats, reviews, and product details, or upload a new app.

Account details page: Specifies your developer identity and contact information, accounts for app testing, and more.

Your account details


The account details page is where you specify basic information about yourself or your company in a developer profile. The information in your developer profile is important because it identifies you to Google Play and also to your customers. During registration you must provide the information for your profile, but you can go back at any time to edit the information and change your settings. Your developer profile contains:

Your developer name the name you want to show users on your store listing page and elsewhere on Google Play. Your developer contact information how Google can contact you if needed (this information isn't exposed to users). Your developer website URL shown to users on your store listing page so they can learn more about your company or products.

On the account details page you can also register for a merchant account, set up test accounts for Google Play licensing, and more.

Multiple user accounts


If you are working with a team, you can set up multiple user accounts to access different parts of your Developer Console. The first account registered is the account owner, with full access

to all parts of the Console. The owner can add user accounts and manage what parts of the Console they have access to. For example, an owner can grant users access to publishing and app configuration, but not access to financial reports.

Store listing page: Lets you upload your graphic assets, description, support information, and other information to create the store listing page for a specific app.

Linking your Merchant Account


If you want to sell apps or in-app products, you can link your Google Wallet merchant account to your developer profile. Google Play uses the linked merchant account for financial and tax identification and monthly payouts of sales.

Your store listing details


The Developer Console lets you set up a colorful storefront page for your app called the Store Listing page. Your Store Listing page is the home for your app in Google Play it's the page users see on their mobile phones or on the web when they want to learn about your app and download it. You can upload custom brand assets, screen shots, and videos to highlight what's great about your app, and you can provide a localized description, add notes about the latest version, and more. You can update your store listing at any time, even if you dont have a new versi on of your application.

Uploading and publishing


From the Developer Console you can quickly upload a release-ready APK and publish it when you're ready. The app is a draft until you publish it, at which time Google Play makes your store listing page and app available to users. You can unpublish the app at any time.

Distribution controls
In the Developer Console you can manage what countries and territories the app is distributed to and, for some countries, you can choose what carriers you want to target. You can also see the list of devices that your app is currently available to, based on any distribution rules declared in its manifest file.

Selling and pricing your products


The Developer Console gives you tools to set prices for your apps and in-app products. Your app can either be free to download or priced (charged before download).
See Supported locations for distributing applications for a list of countries where you can distribute or sell your app,

If you publish your app as free, it must remain free. Free apps can be downloaded by any users in Google Play. If you publish it as priced, you can later change it to free. Priced apps can be purchased and downloaded only by users who have registered a form of payment in Google Play.

In addition, you can sell in-app products and subscriptions in your app, whether the app is free or priced. You can set prices separately for priced apps, in-app products, and subscriptions. If you are selling a priced app or in-app products or subscriptions, the Developer Console lets you set prices in a large number of different currencies. When users around the world visit your store listing, they see the price of your app in their own currency. For most countries, the price you set is the final price charged to users, inclusive of taxes. To help you manage your prices, the Developer Console provides an autofill capability that uses recent exchange rates to populate the prices in all supported currencies. You can change prices for apps and in-app products at any time, just by saving changes in the Developer Console.

In-app Billing
In-app Billing
For details on how to implement In-app Billing, see the In-app Billing developer documentation.

In-app Billing is a Google Play service that lets you monetize your apps in more ways by selling in-app products and subscriptions. In-app products are one-time purchases, while subscriptions are recurring charges on an monthly or annual basis. From the Developer Console you can create product lists for in-app products and subscriptions, set prices, and publish.

User reviews page: Gives you access to user reviews for a specific app. You can filter reviews in a number of ways to locate issues more easily and support your customers more effectively.

User reviews and crash reports


Google Play makes it easy for users to submit reviews of your app for the benefit of other users. The reviews are also extremely important to you, since they give you usability feedback, support requests, and important functionality issues direct from your customers. The Developer Console also lets you see crash reports, with stack trace and other data, submitted automatically from Android devices, for debugging and improving your app.

App statistics
The Developer Console gives you detailed statistics on the install performance of your app. You can view installations of your app measured by unique users, as well as by unique devices. For user installations, you can view active installs, total installs, daily installs and uninstalls, and metrics about user ratings. For devices, you can see active installs as well as daily installs, uninstalls, and upgrades.

You can zoom into the installation numbers along several dimensions, including Android platform version, device, country, language, app version, and carrier (mobile operator). You can see the installation data for each dimension on a timeline charts. At a glance, these charts highlight your apps installation peaks and longer -term trends, which you can correlate to promotions, app improvements, or other factors. You can even focus in on data inside a dimension by adding specific points (such as individual platform versions or languages) to the timeline.

App statistics page: Shows you a variety of statistics about a specific app's installation performance over time.

Localization Checklist
CHECKLIST
1. 1. Identify target languages 2. 2. Design for localization 3. 3. Manage strings for localization 4. 4. Translate UI strings 5. 5. Test your localized app 6. 6. Prepare for international launch 7. 7. Support international users

SEE ALSO
1. Google Play Badge Builder 2. Device Art Generator 3. Translations in Google Play 4. ADT Translation Manager Plugin

Android and Google Play give you a worldwide audience for your app, with an addressable user base that's growing very rapidly in countries such as Japan, Korea, India, Brazil, Russia, and elsewhere. To maximize your app's distribution potential and earn high ratings from users around the world, we strongly encourage you to localize your app. Localization involves a variety of tasks throughout your app's development cycle, and advance planning is essential. Some of the tasks include translating your UI strings and localizing dates and times, layouts, text direction, and finally your Google Play store listing. This document helps you identify key aspects of localization to prepare for and the tasks you'll need to perform, to get your app ready for a successful worldwide launch on Google Play.

1. Identify target languages and locales

A basic but important step in preparing for localization is identifying the countries where you will distribute your app and the languages spoken there. Google Play lets you distribute your app broadly to hundreds of countries, reaching users who speak a variety of languages.

For international users, you can manage your app on three main dimensions: country, locale, and language. Of those, language is the key consideration for localization, although locale is also significant because of differences in formats for dates, times, currencies, and similar information. Users control both the language and locale used on their Android devices and in turn those affect the display of your app, once installed. Typically, you would decide which countries to target first, based on overall market size and opportunity, app category, competitive landscape, local pricing and financial factors, and so on. Then, based on your country targeting, you would determine the languages you need to support in your app. You will need to decide when to localize into some or all of the languages in your targeted countries. In some countries it might make most sense to deliver an app in a major regional or international language only, rather than in all locally spoken languages. Similarly, based on overall market size, you might decide to deliver your app in only a small number of key languages and offer English or another language for other countries. You can add more languages in the future as your app's userbase grows. Localizing your app is particularly important in countries where there is a large market opportunity and English or another international language is not widely used. Once you have identified your target languages, you can focus your development, translation, testing, and marketing efforts to these markets.
Related resources:

Supported locations for distributing applications on Google Play. .

2. Design for localization

After you've determined your target languages for localization, assess what you'll need to do to support them in your app and plan the work early. Consider the vocabulary expansion, script requirements, character spacing and wrapping constraints, left-to-right and right-to-left support, and other potential factors in each language.

Design a single set of flexible layouts


As you create your layouts, make sure that any UI elements that hold text are designed generously. Its good to allow more space than necessary for your language (up to 30% more is normal) to accommodate other languages. Also, elements should be able to expand horizontally or vertically to accommodate variations in the width and height of UI strings or input text. Your text strings should not overlap borders or the screen edge in any of your target languages.

If you design your UI carefully, you can typically use a single set of layouts for all of the languages you support. SeeBuilding a Flexible UI for more information.

Use alternative layouts where needed


In cases where your UI can't accommodate text in one of your target languages, you can create an alternative layout for that language only. Android makes it easy to declare sets of layouts and other resources to load for specific languages, locales, screen sizes, and so on, simply by tagging them with the appropriate resource qualifiers. Although you can use alternative layouts to work around isolated issues, they can also make your app harder to maintain over time. In general, using a single, more flexible layout is preferred.

Support RTL layouts and text


If you are distributing to countries where right-to-left (RTL) scripts are used, should consider implementing support for RTL layouts and text display and editing, to the extent possible. Android 4.1 introduced limited support for bidirectional text, allowing apps to display and edit text in both left-to-right (LTR) and right-to-left (RTL) scripts. Android 4.2 added full native support for RTL layouts, including layout mirroring, so that you can deliver the same great app experience to all of your users. At a minimum, for Android 4.2 users, it's simple to add basic RTL layout mirroring, which goes a long way toward meeting the needs of RTL users.

Use system-provided formats for dates, times, numbers, and currencies


Where your app specifies dates, times, numbers, currencies, and other entities that can vary by locale, make sure to use the system-provided formats, rather than app-specific formats. Keep in mind that not every locale uses the same thousands separator, decimal separator, or percent sign. Android provides a variety of utilities for formatting and converting patterns across locales, such as DateUtils andDateFormat for dates; String.format() or DecimalFormat for numbers and currency; PhoneNumberUtils for phone numbers; and others. If you hard-code your formats based on assumptions about the user's locale, your app could encounter problems when the user changes to another locale. The easiest and most reliable approach is to always use system-provided formats and utilities.

Include a full set of default resources


Make sure that your app can run properly regardless of language or locale by providing a complete set of default resources. The app's default resources are those that are not marked with any language or locale qualifiers, for example those stored in res/drawable/ and res/values/. If your app attempts to load a resource that isn't available in the current language or in the default set, the app will crash.

Whatever the default language you are using in your app, make sure that you store the associated layouts, drawables, and strings in default resource directories, without language or locale qualifiers.
Related resources:

Native RTL Support in Android 4.2 Blog post that explains how to support RTL in your UI. Quantity Strings (Plurals) Developer guide describing how to work with string plurals according to rules of grammar in a Locale Reference information about how to use locale data determine exactly what CLDR data or version of the Unic particular Android platform version uses.

3. Manage strings for localization

It's important to manage your app's UI strings properly, so that you deliver a great experience for users and make localization straightforward.

Move all strings into strings.xml


As you build your app, remember that it's a best practice to keep all of your UI strings in a single file that's easy to update and localize. Declare all of your strings as resources in a default strings.xml file. Do not hard-code any strings into your compiled codehard-coded strings are much more difficult to extract, translate, and load properly. If you keep all of your default strings in a strings.xml file, you can quickly extract them for translation, and once the translated strings are integrated back into your app with appropriate qualifiers, your app can load them without any changes to your compiled code. If you generate images with text, put those strings in strings.xml as well, and regenerate the images after translation.

Follow Android guidelines for UI strings


As you design and develop your UI, make sure that you pay close attention to how you talk to your user. In general, use asuccinct and compressed style that is friendly but brief, and use a consistent style throughout your UI. Make sure that you read and follow the Android Design recommendations for writing style and word choice. Doing so will make your app appear more polished to the user and will help users understand your UI more quickly. Also, always use Android standard terminology wherever possiblesuch as for UI elements such as "Action Bar," "Options Menu," "System Bar," "Notifications," and so on. Using Android terms correctly and consistently makes translation easier and results in a better end-product for users.

Provide sufficient context for declared strings

As you declare strings in your strings.xml file, make sure to describe the context in which the string is used. Add comments before each string that may need clarification. This information will be invaluable to translators and will help you manage your strings more effectively over time. For example, background information to provide might include:

What is this string for? When/where is it presented to the user? Where is this in the layout? For example, if its a button, translations are less flexible than if it were a text box.

Here's an example:
<!-- The action for submitting a form. This text is on a button that can fit 30 chars --> <string name="login_submit_button">Sign in</string>

Mark message parts that should not be translated


Often strings contain contain text that should not be translated to other languages. Common examples might be a piece of code, a placeholder for a value, a special symbol, or a name. As you prepare you strings for translation, look for and mark text that should remain as-is, without translation, so that translators do not change it. To mark text that should not be translated, use an <xliff:g> placeholder tag. Here's an example tag that ensures the text %1$s will not be changed during translation ( otherwise it could break the message):
<string name="countdown"> <xliff:g id="time" example="5 days>%1$s</xliff:g>until holiday </string>

When you declare a placeholder tag, always add an id attribute that explains what the placeholder is for. If your app will later replace the placeholder value, be sure to provide an example attribute to clarify the expected usage. Here are some more examples of placeholder tag usage:
<resources xmlns:xliff="urn:oasis:names:tc:xliff:document:1.2"> <!-- Example placeholder for a special unicode symbol --> <string name="star_rating">Check out our 5 <xliff:g id="star">\u2605</xliff:g> </string> <!-- Example placeholder for a for a URL --> <string name="app_homeurl"> Visit us at <xliff:g id="application_homepage">http://my/app/home.html</xliff:g>

</string> <!-- Example placeholder for a name --> <string name="prod_name"> Learn more at <xliff:g id="prod_gamegroup">Game Group</xliff:g> </string> <!-- Example placeholder for a literal --> <string name="promo_message"> Please use the <xliff:g id="promotion_code">ABCDEFG</xliff:g> to get a discount. </string> ... </resources>

Related resources:

String Resources Developer guide explaining how to use string resources in your UI. Writing Style Android Design guidelines for voice and style in your UI. XML Localisation Interchange File Format (XLIFF) Background information on XLIFF.

4. Translate UI strings and other resources

Translating your app's UI strings and resources to your target languages is the key phase of localization, and it's the one that requires the most care and planning. In general, it's recommended to work with a professional translator to ensure that the work goes smoothly, stays on schedule, and results in a high-quality product that will enhance the value of your app. If you are considering machine translations as an alternative, keep in mind that automated translations are less reliable than high-quality professional translations and may not produce as good an experience for your users.

Prepare for translation


Getting high-quality translation output depends in part on your input. To get ready for translation, make sure that yourstrings.xml file is well organized, well commented, and accurate. Here are some ways to prepare your strings for translation:

Make sure your strings are formatted correctly and consistently. Follow the strings recommendations listed in Manage strings for localization, above. Clean up the strings.xml file and remove unused strings. Place comments in the file to identify the owner, origin, and the version of the file, as well as any special instructions for translators. Identify existing translations, if any, and include those in an outgoing zip file or other package that you will send to translators.

Identify drawables or other resources that require translation and include them in the outgoing package for translators. Additionally, consider translating your app's store listing details app title and description, release notes, and so on as well as other international marketing materials.

Create a terminology list that explains the meaning and usage of key terms used in your product, your market, or the underlying technology. Add the list to the outgoing package.

Send your strings for translation


Early in the development cycle, contact professional translation vendors for your target languages to get an idea of cost, lead time required, turnaround time, and so on. Then select a vendor and secure their services, making sure to include multiple iterations in the cost as a safeguard. Google Play can help you do this see Purchase professional translations, below. As soon as your app's UI strings and design are stable, work with your development team to extract all of the strings and other resources from the app and package them together for the translator. If appropriate, you can version the outgoing package for later identification. When the outgoing package is ready, send it to the translator or share it with them over a cloud platform such as Google Drive. Keep a record of what you sent and when you sent it, to cross-reference against returning translations and billing invoices from the translator. When your translations are complete, take a preliminary look at the translations. Check that all files were translated, check for potential encoding issues, and make sure that declaration formats are intact. If everything looks good, carefully move the localized directories and files back into your app's resources. Make sure to tag the directories with the appropriate language and locale qualifiers so that they'll later be loaded properly. After the translations are merged back into your app, start testing the localized app.

Join the translation pilot


Google Play is offering translation services as part of a pilot program. If you're interested, sign up on the APK page in your Developer Console. If you join, also try the ADT Translation Manager Plugin, which makes it easy to upload your strings to the Developer Console and download translations right into your project.

Purchase professional translations through the Developer Console


Google Play can help you quickly find and purchase translations of your app. In the Developer Console, you can browse a list of third-party vendors who are pre-qualified by Google to offer high-quality translation at competitive prices. You can upload the strings you want translated, select the languages you want to translate into, and select your translation vendor based on time and price.

Once you've purchased translations, you'll receive an email from your vendor. Your translations are a direct business agreement between you and your vendor; you'll need to work directly with the vendor to manage the translation process and deliverables and resolve any support issues.

5. Test your localized app

Once you've received your translated strings and resources and moved them back into your app, you need to test the app to make sure that it's ready for distribution to your international users. Manual testing can help you discover localization issues in your layouts and strings that can affect user satisfaction and, ultimately, your app's user rating.

Set up a test environment


To test your localized app, you'll need to set up an environment consisting of multiple devices (or virtual devices) and screen sizes, based on the markets and form factors you are targeting. Note that the range of devices in specific regions might be different. If possible, match your test devices to the actual devices likely to be available to users.

Look for common localization issues


On each test device, set the language or locale in Settings. Install and launch the app and then navigate through all of the UI flows, dialogs, and user interactions. Enter text in inputs. Some things to look for include:

Clipped text, or text that overlaps the edge of UI elements or the screen Poor line wrapping Incorrect word breaks or punctuation Incorrect alphabetical sorting Incorrect layout direction or text direction Untranslated text if your default strings are displayed instead of translated strings, then you may have overlooked those strings for translation or marked the resources directory with an incorrect language qualifier.

For cases where your strings have expanded in translation and no longer fit your layouts, it's recommended to simplify your default text, simplify your translated text, or adjust your default layouts. If none of those resolves the issue, you can create a custom layout for the language.

Test for default resources


After you've tested your app in all of your supported languages and locales, make sure to test it again in an unsupported language and locale. This will help you make sure that your app

includes a full set of default strings and resources, so that your app is usable to all users, regardless of their preferred language.

Review with native-language speakers


During or after testing, it's recommended that you let native speakers review your localized app. One way to do that is through beta testing with regional users Google Play can help you do this. See Plan a beta release for more information.

Prepare for international launch

Getting your app translated is a key part of localization, but to help your product attract users and gain visibility, you should prepare for launch in your target countries and create a broader launch and marketing plan for international users.

Localize your Google Play listing


Localize your Google Play listing
Highlight what's great about your app to all of your users! Localize your listing in the Developer Console:

App title and description App screenshots on phones and tablets Promotional graphics and videos.

If you want your app to be successful in international markets, it's essential to localize your Google Play store listing. You can manage your localized listing in the Developer Console. Well before launch, decide on your app title, description, promotional text, marketing names and programs, and other text and images. Send your listing text and images for translation early, so that you have them ready when beta testing begins. When your translated text is available, you can add it through the Developer Console. Also, since you've made the effort to create a great localized app, let users know about it! Take screenshots of your UI in each language, for phones and 7- and 10- inch tablets. You can upload screenshots to the Developer Console for each language you support. These will be of great value to users browsing your app listing in other languages. It's also essential to create localized versions of your promotional graphics and videos. For example, your app's feature graphic might include text that should be translated, for maximum effectiveness, or you might want to take a different visual approach in one country than you do in another. You can create different versions of your promotional graphics for each language and upload them to the Developer Console. If you offer a promotional video, you can create localized versions of it and then add a link to the correct localized video for each language you support.

Plan a beta release in key countries


Easy beta testing
Google Play now lets you set up groups of alpha and beta testers, anywhere around the world. Check out this powerful feature next time you sign in to the Developer Console.

Before launching your app, it's always valuable to get real-world feedback from users even more so when you are launching an app in a new language, country, or region. In those cases, it's highly recommended that you distribute a pre-release version of your app to users across your key markets and provide an easy means for them to provide feedback and report bugs. Google Play can help you set up a beta program for your app. After you sign in to the Developer Console and upload your APK, you can set up groups of users for alpha testing and beta testing the app. You can start with a small group of alpha testers, then move to a larger group of beta testers. Once users are added, they access your app's store listing and install the app. User feedback from alpha and beta testers goes directly to you and is not posted as public reviews. The feedback you receive will help you adjust your UI, translations, and store listing to ensure a great experience for users.

Plan for international marketing


For highest visibility across countries, consider an international marketing or advertising campaign. The scope of the campaign might vary based on the budget you can support, but in general it's cost-effective and productive to do regional or country-specific marketing at launch and after.

Create localized Google Play badges


If you are preparing international marketing, make sure to include a localized Google Play badge to tell users you're on Google Play. You can use the badge generator to quickly build localized badges that you can use on web sites or marketing materials. High-resolution assets are also available.

Create Localized Device Art


If you feature product shots of your app running on Android devices, make sure that those shots look great and reflect the latest in Android devices. To help you create high-quality marketing materials, use the drag-and-drop Device Art Generatorto quickly frame your screen shot on a Nexus device.

Check your Optimization Tips


As you prepare for launch, make sure to sign into the Developer Console and check your app's Optimization Tips. The Optimization Tips let you know when you are missing parts of your localized store listing and provide other helpful reminders for a successful localized launch.

Support International Users after Launch

After you launch your app internationally, you should be prepared to support users in a variety of languages and time zones. The extent of your international user support depends on your budget, but at a minimum you should watch your ratings, reviews, and download stats carefully after launch. Here are some suggestions:

Use the app stats in the Developer Console to compare your downloads, installs, and uninstalls, and ratings across languages and countriesIf your downloads or ratings are not keeping up in specific languages or countries, consider options for improving your product or changing your marketing approach. Check reviews regularlyGoogle Play translates all user reviews for you, so you can stay in touch with how international users feel about your app, what features they like and what issues are affecting them. By watching reviews, you can spot technical issues that may affect many users in a particular country, then fix and update your app. Respond to reviews if possibleIt's good to engage with international users in their language or a common language if possible. If not, you can try using translation tools, although results may not be predictable. If your app gets very popular in a language, consider getting support help from native-language speakers. Make sure there's a link to any support resources on your web site. Consider setting up language-specific user groups, Google+ communities, or other support forums.

By following these practices for localizing your app, promoting and marketing to international users, and providing ongoing support, you can attract many new users to your app and maintain their loyalty. Make sure to read the Launch Checklist to learn more about how to plan, build, and launch your app on Google Play.

Launch Checklist
CHECKLIST
1. 1. Understand the publishing process 2. 2. Understand Google Play policies 3. 3. Test for core app quality 4. 4. Determine your content rating 5. 5. Determine country distribution 6. 6. Confirm the app's overall size

7. 7. Confirm app compatibility ranges 8. 8. Decide on free or priced 9. 9. Consider In-app Billing 10. 10. Set prices for your apps 11. 11. Start localization early 12. 12. Prepare promotional graphics 13. 13. Build the release-ready APK 14. 14. Plan a beta release 15. 15. Complete the product details 16. 16. Use Google Play badges 17. 17. Final checks and publishing 18. 18. Support users after launch

Before you publish your app on Google Play and distribute it to users, you need to get the app ready, test it, and prepare your promotional materials. This document helps you understand the publishing process and get ready for a successful product launch on Google Play. It summarizes some of the tasks you'll need to complete before publishing your app on Google Play, such as creating a signed, release-ready APK, understanding the requirements of the app, and creating the product page and graphic assets for your app. The preparation and publishing tasks are numbered to give you a rough idea of sequence. However, you can handle the tasks in any sequence that works for you or you can skip steps as appropriate. As you move toward publishing, a variety of support resources are available to you. Relevant links are provided in each step.

1. Understand the publishing process

Before you begin the steps in this checklist, you should take a moment to read and understand the overall publishing workflow and become familiar with how the process works. In particular, you or your development team will need to prepare your app for release using a process common to all Android apps. ThePublishing Workflow documents provide the details on how publishing works and how to get an APK ready for release. Once you are familiar with publishing in general, read this document to understand the issues that you should consider when publishing an app on Google Play.
Related resources:

General Publishing Overview Start here for an overview of publishing options for Android apps.

Preparing for Release Developer documentation on how to build the signed, release-ready APK. This process is the sam apps.

2. Understand Google Play policies and agreements

Make sure that you understand and follow the Google Play program policies that you accepted when registering. Google Play actively enforces the policies and any violations can lead to suspension of your app or, for repeated violations, termination of your developer account.
Related resources:

Google Play Policies and Guidelines An overview of Google Play policies for spam, intellectual property, and ads, with e problems. Help Center document describing various content policies and processes. Policy and Best Practices Help Center document describing various content policies and processes.

3. Test for Core App Quality

Before you publish an app on Google Play, it's important to make sure that it meets the basic quality expectations for all Android apps, on all of the devices that you are targeting. You can check your app's quality by setting up a test environment and testing the app against a short set of core app quality criteria. For complete information, see the Core App Quality Guidelines. If your app is targeting tablet devices, make sure that it delivers a rich, compelling experience to your tablet customers. See the Tablet App Quality Checklist for recommendations on ways to optimize your app for tablets.
Related resources:

Core App Quality Guidelines A set of core quality criteria that all Android apps should meet on all targeted devices. Tablet App Quality Checklist A set recommendations for delivering the best possible experience to tablet users.

4. Determine your app's content rating

Google Play requires you to set a content rating for your app, which informs Google Play users of its maturity level. Before you publish, you should confirm what rating level you want to use. The available content rating levels are:

Everyone

Low maturity Medium maturity High maturity

On their Android devices, Android users can set the desired maturity level for browsing. Google Play then filters apps based on the setting, so the content rating you select can affect the app's distribution to users. You can assign (or change) the content rating for your app in the Developer Console, so no changes are required in your app binary.
Related resources:

Rating your application content for Google Play Help Center document describing content ratings levels and how to ch appropriate one for your app.

5. Determine country distribution

Google Play lets you control what countries and territories your app is distributed to. For widest reach and the largest potential customer base, you would normally want to distribute to all available countries and territories. However, because of business needs, app requirements, or launch dependencies, you might want to exclude one or more countries from your distribution. It's important to determine the exact country distribution early, because it can affect:

The need for localized resources in the app The need for a localized app description in the Developer Console Legal requirements for the app that may be specific to certain countries Time zone support, local pricing, and so on.

With your country targeting in mind, you should assess what your localization needs are, both in your app and in its Google Play listing details, and start the work of localization well in advance of your launch target date. See Localization Checklist for key steps and considerations in the localizing process.
Related resources:

Localization Checklist Overview of key steps and considerations for localizing your Android app. Supported locations for distributing applications on Google Play. .

6. Confirm the app's overall size

The overall size of your app can affect its design and how you publish it on Google Play. Currently, the maximum size for an APK published on Google Play is 50 MB. If your app exceeds that size, or if you want to offer a secondary download, you can use APK Expansion Files, which Google Play will host for free on its server infrastructure and automatically handle the download to devices.

The maximum size for an APK published on Google Play is 50 MB. You can use up to two (2) APK Expansion Files, each up to 2 GB in size, for each APK.

Using APK Expansion files is a convenient, cost-effective method of distributing large apps. However, the use of APK Expansion Files requires some changes in your app binary, so you will need to make those changes before creating your release-ready APK. To minimize the size of your app binary, make sure that you run the Proguard tool on your code when building your release-ready APK.
Related resources:

APK Expansion Files Developer documentation describing APK Expansion Files and how to support them in your app. ProGuard Developer documentation describing how to use ProGuard to shrink, optimize, and obfuscate your code prio

7. Confirm the app's platform and screen compatibility ranges

Before publishing, it's important to make sure that your app is designed to run properly on the Android platform versions and device screen sizes that you want to target. From an app-compatibility perspective, Android platform versions are defined by API level. You should confirm the minimum version that your app is compatible with (<minSdkVersion>), as that will affect its distribution to Android devices once it is published. For screen sizes, you should confirm that the app runs properly and looks good on the range of screen sizes and densities that you want to support. You should confirm the minimum screen-size and density support that your app declares (<supports-screens>), since that can affect its distribution to Android devices once it is published. To get a better understanding of the current device penetration of Android platform versions and screen sizes across all Android devices, see the Device Dashboard charts.
Related resources:

Device Dashboard A chart showing global percentages of devices by Android version, screen size, and level of OpenGL E Android API Levels A definition of API Levels and a list of which Android platform versions they are associated with.

8. Decide whether your app will be free or priced

On Google Play, you can publish apps as free to download or priced. Free apps can be downloaded by any Android user in Google Play. Paid apps can be downloaded only by users who have registered a form of payment in Google Play, such as a credit card or Direct Carrier Billing. Deciding whether you app will be free or paid is important because, on Google Play, free apps must remain free.

Once you publish your app as a free app, you cannot ever change it to being a priced app. However, you can still sell in-app products and subscriptions through Google Play's In-app Billing service. If you publish your app as a priced app, you can change it at any time to being a free app (but cannot then change it back to priced). You can also sell in-app products and subscriptions.

If your app is be priced, or if you'll be selling in-app products, you need set up a Google Wallet merchant account before you can publish.
Related resources:

In-app Billing Developer introduction to Google Play In-app Billing.

9. Consider using In-app Billing

Google Play In-app Billing lets you sell digital content in your applications. You can use the service to sell a wide range of content, including downloadable content such as media files or photos, and virtual content such as game levels or potions. In-app Billing service lets you sell one-time purchases and subscriptions from inside your app. This can help you to monetize the app over its installed lifetime. If your are looking for more ways to monetize your app and build engagement, you should consider In-app Billing. The service has become very popular with both users and developers. To use In-app Billing, you need to make changes to your app binary, so you will need to complete and test your implementation before creating your release-ready APK.
Related resources:

In-app Billing Developer documentation describing In-app Billing and how to support it in your app.

10. Set prices for your products

If your app is priced or you will sell in-app products, Google Play lets you set prices for your products in a variety of currencies, for users in markets around the world. You can set prices

individually in different currencies, so you have the flexibility to adjust your price according to market conditions and exchange rates. Before you publish, consider how you will price your products and what your prices will be in various currencies. Later, you can set prices in all available currencies through the Developer Console.
Related resources:

Selling Apps in Multiple Currencies Help Center document describing how pricing works in Google Play. Prices and supported currencies Help Center document listing supported currencies for pricing your apps. Transaction Fees Help Center document describing transaction fees for priced apps and in-app products. Specifying tax rates Help Center document describing how to set tax rates for different countries.

11. Start localization

With your country targeting in mind, it's a good idea to assess your localization needs and start the work of localizing well in advance of your target launch date. There are at least three aspects of localization to consider:

Localizing the strings, images, and other resources in your app Localizing your app's store listing details on Google Play Localizing the app's graphic assets, screenshots, and videos that accompany your store listing.

See Localization Checklist for key steps and considerations in the localizing process. To localize your store listing, first create and finalize your app title, description, and promotional text. Collect and send all of these for localization. You can optionally translate the "Recent Changes" text for app updates as well. Later you can add your localized listing details in the Developer Console, or you can choose to let Google Play auto-translate your listing details into the languages you support. A key part of making your app listing attractive to a global customer base is creating localized versions of your promotional graphics, screenshots and videos. For example, your app's feature graphic might include text that should be translated, for maximum effectiveness. You can create different versions of your promotional graphics for each language and upload them to the Developer Console. If you offer a promotional video, you can create localized versions of it and then add a link to the correct localized video for each language you support. When your translations are complete, move them into your app resources as needed and test that they are loaded properly. Save your app's translated listing details for later, when you upload assets and configure your product details.

Related resources:

Localization Checklist Overview of key steps and considerations for localizing your Android app. Localizing with Resources Developer guide to localizing resources in your app.

12. Prepare promotional graphics, screenshots, and videos

When you publish on Google Play, you can supply a variety of high-quality graphic assets to showcase your app or brand. After you publish, these appear on your product details page, in store listings and search results, and elsewhere. These graphic assets are key parts of a successful product details page that attracts and engages users, so you should consider having a professional produce them for you. Screen shots and videos are also very important, because they show what your app looks like, how it's used or played, and what makes it different. All of your graphic assets should be designed so that they are easy to see and highlight your app or brand in a colorful, interesting way. The assets should reference the same logo and icon as users will actually find in the All Apps launcher once they have downloaded the app. Your graphic assets should also fit in well with the graphic assets of other apps published by you, which will be also be displayed to users on your product details page. To help you market your app more effectively to a global audience, Google Play lets you create localized versions of your promotional graphics, screenshots, and videos and upload them to the Developer Console. When a user visits your app's store listing, Google Play displays the promotional graphic, screenshots and video that you've provided for the user's language. To localize your promotional graphics, you can translate any embedded text, use different imagery or presentation, or change your marketing approach to best address the needs of users in specific languages. For example, if your feature or promotional graphic includes and embedded product name or tag line, you can translate that text and add it to a localized version of the promotional graphic. Because your localized graphic assets and videos are so important, you should get started on creating them and localizing them well in advance of your target publishing date. Note: Localized promotional graphics and videos are supported only in the new Developer Console design.
Related resources:

Graphic Assets for your Application Details about the graphic assets you need to upload before publishing. Google Play Featured Image Guidelines Blog post that highlights key design considerations for your app's featured ima

13. Build and upload the release-ready APK

When you are satisfied that your app meets your UI, compatibility, and quality requirements, you can build the release-ready version of the app. The release-ready APK is what you you will upload to the Developer Console and distribute to users. The process for preparing a release-ready APK is the same for all apps, regardless of how they are distributed. Generally the process includes basic code cleanup and optimization, building and signing with your release key, and final testing. When you are finished preparing your application for release, you'll have a signed APK file that you can upload to the Developer Console for distribution to users. For complete details on how to create a release-ready version of your app, read Preparing for Release. Once you have the release-ready APK in hand, you can upload it to the Developer Console. If necessary, you can replace the APK with a more recent version before publishing.
Related resources:

Preparing for Release Essential information for preparing and packaging your app properly for distribution.

14. Plan a beta release

Easy beta testing


Google Play now lets you set up groups of alpha and beta testers, anywhere around the world. Check out this powerful feature next time you sign in to the Developer Console.

Before launching your app, it's always valuable to get real-world feedback from users even more so when you are launching a new app. It's highly recommended that you distribute a prerelease version of your app to users across your key markets and provide an easy means for them to provide feedback and report bugs. Google Play can help you set up a beta program for your app. After you sign in to the Developer Console and upload your APK, you can set up groups of users for alpha testing and beta testing the app. You can start with a small group of alpha testers, then move to a larger group of beta testers. Once users are added, they access your app's store listing and install the app. User feedback from alpha and beta testers goes directly to you and is not posted as public reviews. The feedback you receive will help you adjust your UI, translations, and store listing to ensure a great experience for users.

15. Complete the app's product details

On Google Play, your app's product information is shown to users on its product details page, the page that users visit to learn more about your app and the page from which they will decide to purchase or download your app, on their Android devices or on the web. Google Play gives you a variety of ways to promote your app and engage with users on your product details page, from colorful graphics, screenshots, and videos to localized descriptions, release details, and links to your other apps. As you prepare to publish your app, make sure that you take advantage of all that your product details page can offer, making your app as compelling as possible to users. You should begin planning your product page in advance of your target launch date, arranging for localized description, high-quality graphic assets, screenshots and video, and so on. As you get near your target publishing date, you should become familiar with all the fields, options, and assets associated with the product details configuration page in the Developer Console. As you collect the information and assets for the page, make sure that you can enter or upload it to the Developer Console, until the page is complete and ready for publishing. After you've set your app's geographic targeting in the Developer Console, remember to add your localized product details, promotional graphics, and so on, for all of the languages that you support. If your app is targeting tablet devices, make sure to include at least one screen shot of the app running on a tablet, and highlight your app's support for tablets in the app description, release notes, promotional campaigns, and elsewhere.
Related resources:

Category types Help Center document listing available categories for apps. Graphic Assets for your Application Help Center document describing the various graphics you can add to your produc

16. Use Google Play badges and links in your promotional campaigns

Google Play badges give you an officially branded way of promoting your app to Android users. Use the Google Play Badge generator to quickly create badges to link users to your products from web pages, ads, reviews, and more. You can also use special link formats to link directly to your product details page, to a list of your products, or to search results. To help your app get traction after launch, it's strongly recommended that you support launch with a promotional campaign that announces your product through many channels as possible, in as many countries as possible. For example, you can promote the launch using ad

placements, social network or blog posts, video and other media, interviews and reviews, or any other channel available.
Related resources:

Google Play Badges Generate a badge to bring users to your app in Google Play. Linking to Your Products Link formats that you can use to bring users to your app in Google Play.

17. Final checks and publishing

When you think you are ready to publish, sign in to the Developer Console and take a few moments for a few final checks. Make sure that:

Your developer profile has the correct information and is linked to the proper Google Wallet merchant account (if you are selling products). You have the right version of the app uploaded. All parts of your Product Details are ready, including all graphic assets, screenshots, video, localized descriptions, and so on. You have set your app's pricing to free or priced. You have set country (and carrier) targeting and priced your products (if appropriate) in buyer currencies "Compatible devices" shows that your app is actually reaching the devices that you are targeting. If not, you should check with your development team on the apps requirements and filtering rules. You have provided the correct link to your web site and the correct support email address. Your app does not violate content policy guidelines. You have acknowledged that your app meets the guidelines for Android content on Google Play and also US export laws.

Your app is now ready to publish! If you are releasing an update, make sure to read the requirements for publishing updates. When you are ready, click the Publish button in the Developer Console. Within a few hours, your app will become available to users and your product page will be appear in Google Play for browsing, searching, or linking from your promotional campaigns.
Related resources:

Google Play Developer Program Policies Guidelines for what is acceptable conent in Google Play. Please read and unde before publishing. Updates Requirements for app updates in Google Play.

Developer Support Support resources that you can use to find answers and report issues.

18. Support users after launch

After you publish an app or an app update, it's crucial for you to support your customers. Prompt and courteous support can provide a better experience for users that results in better ratings and more positive reviews for your products. Users are likely to be more engaged with your app and recommend it if you are responsive to their needs and feedback. This is especially true after publishing if you are using a coordinated promotional campaign. There are a number of ways that you can keep in touch with users and offer them support. The most fundamental is to provide your support email address on your product details page. Beyond that, you can provide support in any way you choose, such as a forum, mailing list or a Google+ page. The Google Play team does provide user support for downloading, installing and payments issues, but issues that fall outside of these topics will fall under your domain. Examples of issues you can support include: feature requests, questions about using the app and questions about compatibility settings. After publishing, plan to:

Check your ratings and reviews frequently on your app's product details page. Watch for recurring issues that could signal bugs or other issues. Be mindful of new Android platform version launches, as compatibility settings for your apps might need to be updated. Put a link to your support resources on your web site and set up any other support such as forums. Provide an appropriate support email address on your product details page and respond to users when they take the time to email you. Beyond the automatic refund window offered by Google Play, be generous with your own refund policy, as satisfied users will be more likely to purchase in the future. Acknowledge and fix issues in your app. It helps to be transparent and list known issues on your product details page proactively. Publish updates as frequently as you are able, without sacrificing quality or annoying users with too-frequent updates. With each update, make sure to provide a summary of what's changed. You can enter this information in the Developer Console. Users will read it and appreciate that you are serious about improving the quality of your app.

Related resources:

Supporting your users Help Center document describing options for supporting users. In-app Billing Help Center document describing how to correctly set up In-app Billing. Issuing Refunds -- Help Center document describing how to issue refunds.

Linking to Your Products

For a link that includes the Google Play brand icon, check out the Badges page.

Google Play provides several link formats that let you bring users to your products in the way you want, from Android apps, web pages, ads, reviews, articles, social media posts, and more. The link formats let you:

Link to a specific app's product details page Link to a list of all of your apps, or Link to a search result of your choice Link to a collection on Google Play

If you are linking from an Android app, you can also control whether the link launches the Play Store application or the browser, which takes the user to the Google Play web site.

Linking to a Product Details Page

Use the format below to deep-link users directly to a specific app's product details page. At the product details page, users can see the app description, screenshots, reviews and more, and then install it. To create the link, you need to know the app's fully qualified package name, which is declared in the app's manifest file. The package name is also visible in the Developer Console. From a web site:
http://play.google.com/store/apps/details?id=<package_name>

From an Android app:


market://details?id=<package_name>

Here's an example:
http://play.google.com/store/apps/details?id=com.google.android.ap ps.maps

For details on how to send the link in an Android app, see Linking from an Android App.

Linking to a Product List

Use the format below to link users to a list of apps published by you. The product list lets users see all of the apps from a specific publisher, with ratings, editorial badges, and an Install button for each. To create the link, you need to know your publisher name, which is available from the Developer Console. From a web site:
http://play.google.com/store/search?q=pub:<publisher_name>

From an Android app:


market://search?q=pub:<publisher_name>

Here's an example:
http://play.google.com/store/search?q=pub:Google Inc.

For details on how to send the link in an Android app, see Linking from an Android App.

Linking to a Search Result

Use the format below to link users to a search query result on Google Play. The search result page shows a list of apps (and optionally other content) that match the query, with ratings, badges, and an Install button for each. To create the link, you just need a search query string. If you want the query to search outside of the Google Play Apps listings, you can remove the &c=apps part of the link URL. From a web site:
http://play.google.com/store/search?q=<search_query>&c=apps

From an Android app:


market://search?q=<seach_query>&c=apps

Here's an example:
http://play.google.com/store/search?q=maps&c=apps

For details on how to send the link in an Android app, see Linking from an Android App.

Linking to a Collection

If your app is featured or appears in one of the Google Play Top charts or collections, you can use the format below to link users directly to the collection. The collection shows a ranked list of apps in the collection, with ratings, short descriptions, and an Install button. From a web site:

Collection

collection_name

Staff Picks (Featured)

featured

Editor's Choice

editors_choice

Top Paid

topselling_paid

Top Free

topselling_free

Top New Free

topselling_new_free

Top New Paid

topselling_new_paid

Top Grossing

topgrossing

Trending

movers_shakers

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http://play.google.com/store/apps/collection/<collection_name>

From an Android app:


market://apps/collection/<collection_name>

Here's an example:
http://play.google.com/store/apps/collectio n/editors_choice

For details on how to send the link in an Android app, see Linking from an Android App.
Table 1. Collections on Google Play.

Linking from an Android App

There are two general formats for links that are accessible to users on Android devices, The two formats trigger slightly different behaviors on the device:

market:// http://

Launches the Play Store app to load the target page. Lets the user choose whether to launch the Play Store app or the browser to handle the request. If the browser handles the request, it loads the target page on the Google Play web site.

In general, you should use http:// format for links on web pages and market:// for links in Android apps. If you want to link to your products from an Android app, create an Intent that opens an Google Play URL, as shown in the example below.

Intent intent = new Intent(Intent.ACTION_VIEW); intent.setData(Uri.parse("market://details?i d=com.example.android")

create new virtual device on avd manager in eclipse on below screen shot shows 7inch and 10inch screen size choose create and launch them

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answered Jun 21 at 11:00

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up vote down vote

The Android emulator images can be installed through the SDK manager. Beyond that, you can create an emulator for various device configurations by using the Android Virtual Device Manager which comes with the SDK to create them. The prompt will allow you to specify things like RAM, screen size, density and so on. Documentation on using an AVD can be found here.
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If you have an Intel CPU, don't forget to download the Intel x86 Atom System Image and the vote downEmulator Accelerator (HAXM) from SDK Manager. You will also have to change the CPU to Intel in AVDM. vote

up

There is also an AMD image, but only for Linux. And it's not in the SDK Manager, you have to set it up manually.

Tablet App Quality Checklist


CHECKLIST
1. 1. Test for Basic Tablet App Quality 2. 2. Optimize your layouts 3. 3. Use the extra screen area 4. 4. Use assets designed for tablets 5. 5. Adjust fonts and touch targets 6. 6. Adjust homescreen widgets 7. 7. Offer the app's full feature set 8. 8. Target Android versions properly 9. 9. Declare dependencies properly 10. 10. Declare tablet screens support 11. 11. Showcase your tablet UI

12. 12. Follow publishing best practices

TESTING
1. Setting Up a Test Environment

Before you publish an app on Google Play, it's important to make sure that the app meets the basic expectations of tablet users through compelling features and an intuitive, well-designed UI. Tablets are a growing part of the Android installed base that offers new opportunities for user engagement and monetization. If your app is targeting tablet users, this document helps you focus on key aspects of quality, feature set, and UI that can have a significant impact on the app's success. Each focus area is given as checklist item, with each one comprising several smaller tasks or best practices. Although the checklist tasks below are numbered for convenience, you can handle them in any order and address them to the extent that you feel is right for your app. In the interest of delivering the best possible product to your customers, follow the checklist recommendations to the greatest extent possible. As you move through the checklist, you'll find links to support resources that can help you address the topics raised in each task.

1. Test for basic tablet app quality

The first step in delivering a great tablet app experience is making sure that it meets the core app quality criteria for all of the devices and form factors that the app is targeting. For complete information, see the Core App Quality Guidelines. Before publishing, also ensure that your app passes several basic technical checks and launch criteria, such as:

Targets appropriate Android versions Specifies any hardware dependencies properly Declares support for appropriate screens Uses all of the available screen space Screenshots are uploaded to Google Play

If your app is already uploaded to the Google Play Developer Console, you can see how it is doing against these checks by visiting the Optimization Tips page.

2. Optimize your layouts for larger screens

Android makes it easy to develop an app that runs well on a wide range of device screen sizes and form factors. This broad compatibility works in your favor, since it helps you design a single app that you can distribute widely to all of your targeted devices. However, to give your users the best possible experience on each screen configuration in particular on tablets you need to optimize your layouts and other UI components for each targeted screen configuration. On tablets, optimizing your UI lets you take full advantage of the additional screen available, such as to offer new features, present new content, or enhance the experience in other ways to deepen user engagement. If you developed your app for handsets and now want to distribute it to tablets, you can start by making minor adjustments to your layouts, fonts, and spacing. In some cases such as for 7-inch tablets or for a game with large canvas these adjustments may be all you need to make your app look great. In other cases, such as for larger tablets, you can redesign parts of your UI to replace "stretched UI" with an efficient multipane UI, easier navigation, and additional content. Here are some suggestions:

Get rid of "stretched" UI: On tablets, single-pane layouts lead to awkward whitespace and excessive line lengths. Use padding to reduce the width of UI elements and consider using multi-pane layouts.

Provide custom layouts as needed for large andxlarge screens. You can also provide layouts that are loaded based on the screen's shortest dimension or the minimum available width and height. At a minimum, customize dimensions such as font sizes, margins, spacing for larger screens, to improve use of space and content legibility.

Adjust positioning of UI controls so that they are easily accessible to users when holding a tablet, such as toward the sides when in landscape orientation. Padding of UI elements should normally be larger on tablets than on handsets. A 48dp rhythm (and a 16dp grid) is recommended. Adequately pad text content so that it is not aligned directly along screen edges. Use a minimum 16dp padding around content near screen edges.

In particular, make sure that your layouts do not appear "stretched" across the screen:

Lines of text should not be excessively long optimize for a maximum 100 characters per line, with best results between 50 and 75. ListViews and menus should not use the full screen width. Use padding to manage the widths of onscreen elements or switch to a multi-pane UI for tablets (see next section).

RELATED RESOURCES Metrics and GridsAndroid Design document that explains how to create layouts based on density-independent grids.

Devices and DisplaysAndroid Design document that explains how to design a UI that works well on different devices and screen sizes. Supporting Multiple ScreensDeveloper documentation that explains the details of managing UI for best display on multiple screen sizes. Configuration examplesExamples of how to declare layouts and other resources for specific screen sizes.

3. Take advantage of extra screen area available on tablets

Multi-pane layouts result in a better visual balance on tablet screens, while offering more utility and legibility. Tablet screens provide significantly more screen real estate to your app, especially when in landscape orientation. In particular, 10-inch tablets offer a greatly expanded area, but even 7inch tablets give you more space for displaying content and engaging users. As you consider the UI of your app when running on tablets, make sure that it is taking full advantage of extra screen area available on tablets. Here are some suggestions:

Look for opportunities to include additional content or use an alternative treatment of existing content. Use multi-pane layouts on tablet screens to combine single views into a compound view. This lets you use the additional screen area more efficiently and makes it easier for users to navigate your app. Plan how you want the panels of your compound views to reorganize when screen orientation changes.

Compound views combine several single views from a handset UI (above)into a richer, more efficient UI for tablets (below).

While a single screen is implemented as an Activity subclass, consider implementing individual content panels asFragment subclasses. This lets you maximize code reuse across different form factors and across screens that share content. Decide on which screen sizes you'll use a multi-pane UI, then provide the different layouts in the appropriate screen size buckets (such as large/xlarge) or minimum screen widths (such as sw600dp/sw720).

RELATED RESOURCES Multi-pane LayoutsAndroid Design guide for using multi-pane UI, including examples of how to flatten navigation and integrate more content into your tablet UI.

Planning for Multiple Touchscreen SizesAndroid Training class that walks you through the essentials of planning an intuitive, effective navigation for tablets and other devices. Designing for Multiple ScreensAndroid Training class that walks you through the essentials of planning an intuitive, effective navigation for tablets and other devices.

4. Use Icons and other assets that are designed for tablet screens

To ensure your app looks its best, provide icons and other bitmap assets for each density in the range commonly supported by tablets. Specifically, you should design your icons for the

action bar, notifications, and launcher according to the Iconography guidelines and provide them in multiple densities, so they appear at the appropriate size on all screens without blurring or other scaling artifacts.
Table 1. Raw asset sizes for icon types.
Density Launcher Action Bar Small/Contextual

Noti

mdpi hdpi tvdpi xhdpi xxhdpi

48x48 px

32x32 px

16x16 px

24x2

72x72 px

48x48 px

24x24 px

36x3

(use hdpi)

(use hdpi)

(use hdpi)

(use

96x96 px

64x64 px

32x32 px

48x4

144x144 px

96x96 px

48x48 px

72x7

Your app should supply a version of each icon and bitmap asset that's optimized for at least one the following common tablet screen densities:

hdpi xhdpi xxhdpi

Other tips:

When possible, use vector shapes for your icon designs so you can scale them without loss of detail and edge crispness. Use density-specific resource qualifiers to ensure that the proper icons are loaded for each screen density. Tablets and other large screen devices often request a launcher icon that is one density size larger than the device's actual density, so you should provide your launcher icon at the highest density possible. For example, if a tablet has anxhdpi screen, it will request the xxhdpi version of the launcher icon.

RELATED RESOURCES Iconography Design guidelines and tips about how to create various types of icons.

Providing ResourcesDeveloper documentation on how to provide sets of layouts and drawable resources for specific ranges of device screens. Supporting Multiple ScreensAPI Guide documentation that explains the details of managing UI for best display on multiple screen sizes. Supporting Different ScreensAndroid Training class that takes you through the process of optimizing the user experience for different screen sizes and densities.

5. Adjust font sizes and touch targets for tablet screens

To make sure your app is easy to use on tablets, take some time to adjust the font sizes and touch targets in your tablet UI, for all of the screen configurations you are targeting. You can adjust font sizes through styleable attributes or dimension resources, and you can adjust touch targets through layouts and bitmap drawables, as discussed above. Here are some considerations:

Text should not be excessively large or small on tablet screen sizes and densities. Make sure that labels are sized appropriately for the UI elements they correspond to, and ensure that there are no improper line breaks in labels, titles, and other elements. The recommended touch-target size for onscreen elements is 48dp (32dp minimum) some adjustments may be needed in your tablet UI. Read Metrics and Grids to learn about implementation strategies to help most of your users. To meet the accessibility needs of certain users, it may be appropriate to use larger touch targets. When possible, for smaller icons, expand the touchable area to more than 48dp using TouchDelegate or just centering the icon within the transparent button.

RELATED RESOURCES Metrics and Grids Android Design document that explains how to arrange and size touch targets and other UI elements on the screen.

TypographyAndroid Design document that gives an overview of how to use typography in your apps. Supporting Multiple ScreensDeveloper documentation that explains the details of managing UI for best display on multiple screen sizes. Supporting Different DensitiesAndroid Training class that shows you how to provide sets of layouts and drawable resources for specific ranges of device screens.

6. Adjust sizes of home screen widgets for tablet screens

If your app includes a home screen widget, here are a few points to consider to ensure a great user experience on tablet screens:

Make sure that the widget's default height and width are set appropriately for tablet screens, as well as the minimum and maximum resize height and width. The widget should be resizable to 420dp or more, to span 5 or more home screen rows (if this is a vertical or square widget) or columns (if this is a horizontal or square widget). Make sure that 9-patch images render correctly. Use default system margins.

Set the app's targetSdkVersion to 14 or higher, if possible.

RELATED RESOURCES Adding the AppWidgetProviderInfo Metadata API Guide that explains how to set the height and width dimensions of a widget.

App Widget Design GuidelinesAPI Guide that provides best practices and techniques for designing and managing the size of widgets.

7. Offer the app's full feature set to tablet users

Let your tablet users experience the best features of your app. Here are some recommendations:

Design your app to offer at least the same set of features on tablets as it does on handsets. In exceptional cases, your app might omit or replace certain features on tablets if they are not supported by the hardware or use-case of most tablets. For example:
o

If the handset uses telephony features but telephony is not available on the current tablet, you can omit or replace the related functionality. Many tablets have a GPS sensor, but most users would not normally carry their tablets while running. If your phone app provides functionality to let the user record a GPS track of their runs while carrying their phones, the app would not need to provide that functionality on tablets because the use-case is not compelling.

If you will omit a feature or capability from your tablet UI, make sure that it is not accessible to users or that it offers graceful degradation to a replacement feature (also see the section below on hardware features).

8. Target Android versions properly

To ensure the broadest possible distribution to tablets, make sure that your app properly targets the Android versions that support tablets. Initial support for tablets was added in Android 3.0 (API level 11). Unified UI framework support for tablets, phones, and other devices was introduced in Android 4.0 (API level 14) and is supported in later versions. You can set the app's range of targeted Android versions in the manifest file, in the <usessdk> element. In most cases, you can target Android versions properly by setting the element's targetSdkVersion attribute to the highest API level available. At a minimum, check the <uses-sdk> element to make sure that: a. targetSdkVersion is declared with value 11 or higher (14 or higher is recommended), OR b. minSdkVersion is declared with value 11 or higher.

c. If a maxSdkVersion attribute is declared, it must have a value of 11 or higher. Note that, in general, the use ofmaxSdkVersion is not recommended.
RELATED RESOURCES Android API LevelsIntroduces API levels and how they relate to compatibility. A reference of available API levels is included.

Supporting Different Platform VersionsTraining class showing how to declare support for minimum and target API levels in your app.

9. Declare hardware feature dependencies properly

Handsets and tablets typically offer slightly different hardware support for sensors, camera, telephony, and other features. For example, many tablets are available in a "Wi-Fi" configuration that does not include telephony support. So that you can distribute a single APK broadly across your full customer base of phones and tablets, make sure that your app doesn't declare requirements for hardware features that aren't commonly available on tablets. Instead, properly declare the hardware features as not required in the app manifest, as described below.

In your app manifest, locate any <uses-feature> elements. In particular, look for hardware features that might not be available on some tablets, such as:
o o o

android.hardware.telephony android.hardware.camera (refers to back camera), or android.hardware.camera.front

Declare the <uses-feature> elements as not required by including the android:required=false attribute. For example, here's the proper way to declare a dependency on android.hardware.telephony, such that you can still distribute the app broadly, even to devices that don't offer telephony:
<uses-feature android:name="android.hardware.telephony" android:required="false" />

Similarly, check the manifest for <permission> elements that imply hardware feature requirements that not be appropriate for tablets. If you find such permissions, make sure to explicitly declare a corresponding <uses-feature>element for the features and includes the android:required=false attribute.

After declaring hardware features as not required, make sure to test your app on a variety of devices. The app should function normally when the hardware features it uses are not available, and it should offer "graceful degradation" and alternative functionality where appropriate.

For example, if an app normally uses GPS to set the location but GPS is not supported on the device, the app could let the user set the location manually instead. The app can check for device hardware capabilities at runtime and handle as needed.
RELATED RESOURCES Permissions that Imply Feature RequirementsA list of permissions that may cause unwanted filtering if declared in your app's manifest.

<uses-feature>Description and reference documentation for the <uses-feature> manifest element. Testing the features required by your applicationDescription of how to determine the actual set of hardware and software requirements (explicit or implied) that your app requires.

10. Declare support for tablet screens

To ensure that you can distribute your app to a broad range of tablets, your app should declare support for tablet screen sizes in its manifest file, as follows:

A <supports-screens> element, if declared, must not specify android:largeScreens="false" orandroid:xlargeScreens="false". For apps targeting minSdkVersion value less than 13, a <supports-screens> element must be declared with bothandroid:largeScreens="true" and android:xlargeScreens="true".

If the app declares a <compatible-screens> element in the manifest, the element should include attributes that specifyall of the size and density combinations for tablet screens that the app supports. Note that, if possible, you should avoid using the <compatiblescreens> element in your app.
RELATED RESOURCES Declaring Screen Size SupportDeveloper documentation that explains the details of managing UI for best display on multiple screen sizes.

11. Showcase your tablet UI in Google Play

After you've done the work to create an rich, optimized UI for your tablet app, make sure that you let your customers know about it! Here are some key ways to promote your tablet app to users on Google Play.

Upload screenshots of your tablet UI

Tablet users want to know what your app is like on a tablet device, not on a phone. If you developed a tablet app, make sure to upload screenshots of your tablet UI to the Google Play Developer Console. Here are some guidelines:

Your screenshots should show the core functionality of your app, not a startup or sign-in page. Wherever users will spend most of their time, that's what you should show in your screenshots. Add screenshots taken on both 7-inch and 10-inch tablets. It's recommended that you add screenshots taken in both landscape and portrait orientations, if possible. Use screen captures if possible. Avoid showing actual device hardware in your screenshots. The recommended resolution of your tablet screenshots is 1280 x 720 or higher in each orientation. You can upload as many as 8 screenshots of your tablet UI for 7-inch tablets and an additional 8 for 10-inch tablets.

Update your app description and release notes

In your app description, make sure to highlight that your app offers tablet-optimized UI and great features for tablet users. Consider adding some detail about how your tablet UI works and why users will like it. Include information about tablet support in the app's release notes and update information.

Update your promotional video


Many users view an app's promotional video to get an idea of what the app is like and whether they'll enjoy it. For tablet users, capitalize on this interest by highlighting your app's tablet UI in your promotional video. Here are some tips and guidelines:

Add one or more shots of your app running on a tablet. To engage with tablet users most effectively, it's recommended that you promote your tablet UI in approximately equal proportion to your phone UI. Show your tablet UI as early as possible in the video. Don't assume that tablet users will wait patiently through a feature walkthrough on a phone UI. Ideally, you should engage them immediately by showing the tablet UI within the first 10 seconds, or at the same point that you introduce the phone UI. To make it clear that you are showing a tablet UI, include shots of your app running on a hand-held tablet device. Highlight your app's tablet UI in the video's narrative or voiceover.

Feature your tablet UI in your promotional campaigns


Make sure to let tablet users know about your tablet UI in your promotional campaigns, web site, social posts, advertisements, and elsewhere. Here are some suggestions:

Plan a marketing or advertising campaign that highlights the use of your app on tablets. Show your tablet app at its best in your promotional campaignsuse the Device Art Generator to quickly generate a high-quality promotional image of your app running on a 7inch or 10-inch tablet, in the orientation of your choice, with or without drop-shadow and screen glare. It's as simple as capture, drag, and drop. Include a Google Play badge in your online promotions to let users link directly to your app's store listing. You can generate a badge in a variety of languages using the Badge Generator.

RELATED RESOURCES Publishing Checklist Recommendations on how to prepare your app for publishing, test it, and launch successfully on Google Play.

Google Play Developer ConsoleThe tools console for publishing your app to Android users. Google Play Badge GeneratorCreate "Get it on Google Play" badges for your app in a variety of languages with a single click. Device Art GeneratorDrag and drop tool that lets you instantly create production- ready art showing your app running on a tablet device.

12. Follow best practices for publishing in Google Play

Here are some best practices for delivering a successful tablet app on Google Play.

Check out your app's Optimization Tips


The Google Play Developer Console now offers an Optimization Tips page that lets you quickly check how your app is doing against basic guidelines for tablet app distribution and quality. To visit the page, sign into the Developer Console, load the app from All Applications, and click Optimization Tips in the left navigation.

How to send feedback


Please use the link below to send feedback or request a manual review of your Optimization Tips. Make sure to read the relevant sections of the Tablet App Quality Guidelines prior to sending feedback. Designed for Tablets Contact Form

The Developer Console creates your app's Optimization Tips page by running a series of checks to verify basic quality criteria. If it finds any issues, it alerts you to them as "To Do" items in the Optimization Tips page. If you've developed a tablet experience for your app, make sure to visit the Optimization Tips page to see how your app is doing against the basic checks. If there are any issues listed, we recommend addressing them in your app and uploading a new binary for distribution, if needed.

If the Optimization Tips page lists "To Do" issues that you feel don't apply to your app or affect its quality on tablets, please notify us using theDesigned for Tablets Contact Form . We will review your app and update your Optimization Tips page as appropriate.

Confirm the app's filtering


After you've uploaded the app to the Developer Console, check the APK's Supported Devices list to make sure that the app is not filtered from tablet devices that you want to target.

Distribute as a single APK


It's recommended that you publish your app as a single APK for all screen sizes (phones and tablets), with a single Google Play listing. This approach has several important advantages.

Easier for users to find your app from search, browsing, or promotions Easier for users to restore your app automatically if they get a new device. Your ratings and download stats are consolidated across all devices. Publishing a tablet app in a second listing can dilute ratings for your brand.

If necessary, you can alternatively choose to deliver your app using Multiple APK Support, although in most cases using a single APK to reach all devices is strongly recommended.
RELATED RESOURCES Publishing Checklist Recommendations on how to prepare your app for publishing, test it, and launch successfully on Google Play.

Google Play Developer ConsoleThe tools console for publishing your app to Android users.

Setting Up a Test Environment for Tablets

To assess the quality of your app on tablets both for core app quality and tablet app quality you need to set up a suitable hardware or emulator environment for testing. The ideal test environment would include a small number of actual hardware devices that represent key form factors and hardware/software combinations currently available to consumers. It's not necessary to test on every device that's on the market rather, you should focus on a small number of representative devices, even using one or two devices per form factor. The table below provides an overview of devices you could use for testing. If you are not able to obtain actual hardware devices for testing, you should set up emulated devices (AVDs) to represent the most common form factors and hardware/software combinations. See the table below for suggestions on the emulator configurations to use. To go beyond basic testing, you can add more devices, more form factors, or new hardware/software combinations to your test environment. For example, you could include

mid-size tablets, tablets with more or fewer hardware/software features, and so on. You can also increase the number or complexity of tests and quality criteria.
Table 1. A typical tablet test environment might include one or two devices from each row in the table below, with one of the listed platform versions, screen configurations, and hardware feature configurations.
Type Size Density Version

7-inch tablet

large or -sw600 xlarge or -sw800

hdpi, tvdpi mdpi, hdpi, xhdpi

Android 4.0+ (API level 14 and higher)

10-inch tablet

Android 3.2+ (API level 13 and higher)

API GUIDES

<uses-sdk>
IN THIS DOCUMENT
1. What is API Level? 2. Uses of API Level in Android 3. Development Considerations 1. Application forward compatibility 2. Application backward compatibility 3. Selecting a platform version and API Level 4. Declaring a minimum API Level 5. Testing against higher API Levels 4. Using a Provisional API Level 5. Filtering the Reference Documentation by API Level

Google Play Filtering Google Play uses the <uses-sdk>attributes declared in your app manifest to filter your app from devices that do not meet it's platform version requirements. Before setting these attributes, make sure that you understand Google Play filters.

SYNTAX:
<uses-sdk android:minSdkVersion="integer" android:targetSdkVersion="integer" android:maxSdkVersion="integer" />

CONTAINED IN:
<manifest>

DESCRIPTION: Lets you express an application's compatibility with one or more versions of the Android platform, by means of an API Level integer. The API Level expressed by an application will be compared to the API Level of a given Android system, which may vary among different Android devices. Despite its name, this element is used to specify the API Level, notthe version number of the SDK (software development kit) or Android platform. The API Level is always a single integer. You cannot derive the API Level from its associated Android version number (for example, it is not the same as the major version or the sum of the major and minor versions). Also read the document about Versioning Your Applications. ATTRIBUTES:
android:minSdkVersion

An integer designating the minimum API Level required for the application to run. The Android system will prevent the user from installing the application if the system's API Level is lower than the value specified in this attribute. You should always declare this attribute. Caution: If you do not declare this attribute, the system assumes a default value of "1", which indicates that your application is compatible with all versions of Android. If your application is notcompatible with all versions (for instance, it uses APIs introduced in API Level 3) and you have not declared the proper minSdkVersion, then when installed on a system with an API Level less than 3, the application will crash during runtime when attempting to access the unavailable APIs. For this reason, be certain to declare the appropriate API Level in the minSdkVersion attribute.
android:targetSdkVersion

An integer designating the API Level that the application targets. If not set, the default value equals that given to minSdkVersion. This attribute informs the system that you have tested against the target version and the system should not enable any compatibility behaviors to maintain your app's forward-

compatibility with the target version. The application is still able to run on older versions (down to minSdkVersion). As Android evolves with each new version, some behaviors and even appearances might change. However, if the API level of the platform is higher than the version declared by your app'stargetSdkVersion, the system may enable compatibility behaviors to ensure that your app continues to work the way you expect. You can disable such compatibility behaviors by specifyingtargetSdkVersion to match the API level of the platform on which it's running. For example, setting this value to "11" or higher allows the system to apply a new default theme (Holo) to your app when running on Android 3.0 or higher and also disables screen compatibility mode when running on larger screens (because support for API level 11 implicitly supports larger screens). There are many compatibility behaviors that the system may enable based on the value you set for this attribute. Several of these behaviors are described by the corresponding platform versions in theBuild.VERSION_CODES reference. To maintain your application along with each Android release, you should increase the value of this attribute to match the latest API level, then thoroughly test your application on the corresponding platform version. Introduced in: API Level 4
android:maxSdkVersion

An integer designating the maximum API Level on which the application is designed to run. In Android 1.5, 1.6, 2.0, and 2.0.1, the system checks the value of this attribute when installing an application and when re-validating the application after a system update. In either case, if the application's maxSdkVersion attribute is lower than the API Level used by the system itself, then the system will not allow the application to be installed. In the case of re-validation after system update, this effectively removes your application from the device. To illustrate how this attribute can affect your application after system updates, consider the following example: An application declaring maxSdkVersion="5" in its manifest is published on Google Play. A user whose device is running Android 1.6 (API Level 4) downloads and installs the app. After a few weeks, the user receives an over-the-air system update to Android 2.0 (API Level 5). After the update is installed, the system checks the application's maxSdkVersion and successfully re-validates it. The application functions as normal. However, some time later, the device receives another system update, this time to Android 2.0.1 (API Level 6). After the update, the system can no longer revalidate the application because the system's own API Level (6) is now higher than the

maximum supported by the application (5). The system prevents the application from being visible to the user, in effect removing it from the device. Warning: Declaring this attribute is not recommended. First, there is no need to set the attribute as means of blocking deployment of your application onto new versions of the Android platform as they are released. By design, new versions of the platform are fully backward-compatible. Your application should work properly on new versions, provided it uses only standard APIs and follows development best practices. Second, note that in some cases, declaring the attribute can result in your application being removed from users' devices after a system update to a higher API Level. Most devices on which your application is likely to be installed will receive periodic system updates over the air, so you should consider their effect on your application before setting this attribute. Introduced in: API Level 4 Future versions of Android (beyond Android 2.0.1) will no longer check or enforce the maxSdkVersionattribute during installation or re-validation. Google Play will continue to use the attribute as a filter, however, when presenting users with applications available for download. INTRODUCED IN: API Level 1

What is API Level?

API Level is an integer value that uniquely identifies the framework API revision offered by a version of the Android platform. The Android platform provides a framework API that applications can use to interact with the underlying Android system. The framework API consists of:

A core set of packages and classes A set of XML elements and attributes for declaring a manifest file A set of XML elements and attributes for declaring and accessing resources A set of Intents A set of permissions that applications can request, as well as permission enforcements included in the system

Each successive version of the Android platform can include updates to the Android application framework API that it delivers.

Updates to the framework API are designed so that the new API remains compatible with earlier versions of the API. That is, most changes in the API are additive and introduce new or replacement functionality. As parts of the API are upgraded, the older replaced parts are deprecated but are not removed, so that existing applications can still use them. In a very small number of cases, parts of the API may be modified or removed, although typically such changes are only needed to ensure API robustness and application or system security. All other API parts from earlier revisions are carried forward without modification. The framework API that an Android platform delivers is specified using an integer identifier called "API Level". Each Android platform version supports exactly one API Level, although support is implicit for all earlier API Levels (down to API Level 1). The initial release of the Android platform provided API Level 1 and subsequent releases have incremented the API Level. The table below specifies the API Level supported by each version of the Android platform. For information about the relative numbers of devices that are running each version, see the Platform Versions dashboards page.
Platform Version API Level VERSION_CODE

Android 4.4

19

KITKAT JELLY_BEAN_MR2 JELLY_BEAN_MR1 JELLY_BEAN ICE_CREAM_SANDWICH_MR1 ICE_CREAM_SANDWICH HONEYCOMB_MR2 HONEYCOMB_MR1

Android 4.3

18

Android 4.2, 4.2.2

17

Android 4.1, 4.1.1

16

Android 4.0.3, 4.0.4

15

Android 4.0, 4.0.1, 4.0.2

14

Android 3.2

13

Android 3.1.x

12

Android 3.0.x

11

HONEYCOMB GINGERBREAD_MR1

Android 2.3.4 Android 2.3.3

10

Android 2.3.2 Android 2.3.1 Android 2.3

GINGERBREAD

Android 2.2.x

FROYO ECLAIR_MR1 ECLAIR_0_1 ECLAIR DONUT CUPCAKE BASE_1_1 BASE

Android 2.1.x

Android 2.0.1

Android 2.0

Android 1.6

Android 1.5

Android 1.1

Android 1.0

Uses of API Level in Android

The API Level identifier serves a key role in ensuring the best possible experience for users and application developers:

It lets the Android platform describe the maximum framework API revision that it supports It lets applications describe the framework API revision that they require It lets the system negotiate the installation of applications on the user's device, such that version-incompatible applications are not installed.

Each Android platform version stores its API Level identifier internally, in the Android system itself. Applications can use a manifest element provided by the framework API <uses-sdk> to describe the minimum and maximum API Levels under which they are able to run, as well as the preferred API Level that they are designed to support. The element offers three key attributes:

android:minSdkVersion Specifies the minimum API Level on

which the application is able to run. The default value is "1".

android:targetSdkVersion Specifies the API Level on which

the application is designed to run. In some cases, this allows the application to use manifest elements or behaviors defined in the target API Level, rather than being restricted to using only those defined for the minimum API Level.

android:maxSdkVersion Specifies the maximum API Level on

which the application is able to run.Important: Please read the <uses-sdk> documentation before using this attribute. For example, to specify the minimum system API Level that an application requires in order to run, the application would include in its manifest a <uses-sdk> element with a android:minSdkVersion attribute. The value of android:minSdkVersion would be the integer corresponding to the API Level of the earliest version of the Android platform under which the application can run. When the user attempts to install an application, or when revalidating an appplication after a system update, the Android system first checks the <uses-sdk> attributes in the application's manifest and compares the values against its own internal API Level. The system allows the installation to begin only if these conditions are met:

If a android:minSdkVersion attribute is declared, its value must be less than or equal to the system's API Level integer. If not declared, the system assumes that the application requires API Level 1. If a android:maxSdkVersion attribute is declared, its value must be equal to or greater than the system's API Level integer. If not declared, the system assumes that the application has no maximum API Level. Please read the <uses-sdk> documentation for more information about how the system handles this attribute.

When declared in an application's manifest, a <uses-sdk> element might look like this:

<manifest> <uses-sdk android:minSdkVersion="5" /> ... </manifest>

The principal reason that an application would declare an API Level in android:minSdkVersion is to tell the Android system that it is using APIs that were introduced in the API Level specified. If the application were to be somehow installed on a platform with a lower API Level, then it would crash at run-time when it tried to access APIs that don't exist. The system prevents such an outcome by not allowing the application to be installed if the lowest API Level it requires is higher than that of the platform version on the target device. For example, the android.appwidget package was introduced with API Level 3. If an application uses that API, it must declare a android:minSdkVersion attribute with a value of "3". The application will then be installable on platforms such as Android 1.5 (API Level 3) and Android 1.6 (API Level 4), but not on the Android 1.1 (API Level 2) and Android 1.0 platforms (API Level 1). For more information about how to specify an application's API Level requirements, see the <uses-sdk> section of the manifest file documentation.

Development Considerations

The sections below provide information related to API level that you should consider when developing your application.

Application forward compatibility


Android applications are generally forward-compatible with new versions of the Android platform. Because almost all changes to the framework API are additive, an Android application developed using any given version of the API (as specified by its API Level) is forward-compatible with later versions of the Android platform and higher API levels. The application should be able to run on all later versions of the Android platform, except in isolated cases where the application uses a part of the API that is later removed for some reason.

Forward compatibility is important because many Android-powered devices receive over-the-air (OTA) system updates. The user may install your application and use it successfully, then later receive an OTA update to a new version of the Android platform. Once the update is installed, your application will run in a new run-time version of the environment, but one that has the API and system capabilities that your application depends on. In some cases, changes below the API, such those in the underlying system itself, may affect your application when it is run in the new environment. For that reason it's important for you, as the application developer, to understand how the application will look and behave in each system environment. To help you test your application on various versions of the Android platform, the Android SDK includes multiple platforms that you can download. Each platform includes a compatible system image that you can run in an AVD, to test your application.

Application backward compatibility


Android applications are not necessarily backward compatible with versions of the Android platform older than the version against which they were compiled. Each new version of the Android platform can include new framework APIs, such as those that give applications access to new platform capabilities or replace existing API parts. The new APIs are accessible to applications when running on the new platform and, as mentioned above, also when running on later versions of the platform, as specified by API Level. Conversely, because earlier versions of the platform do not include the new APIs, applications that use the new APIs are unable to run on those platforms. Although it's unlikely that an Android-powered device would be downgraded to a previous version of the platform, it's important to realize that there are likely to be many devices in the field that run earlier versions of the platform. Even among devices that receive OTA updates, some might lag and might not receive an update for a significant amount of time.

Selecting a platform version and API Level


When you are developing your application, you will need to choose the platform version against which you will compile the application. In general, you should compile your application against the lowest possible version of the platform that your application can support.

You can determine the lowest possible platform version by compiling the application against successively lower build targets. After you determine the lowest version, you should create an AVD using the corresponding platform version (and API Level) and fully test your application. Make sure to declare aandroid:minSdkVersion attribute in the application's manifest and set its value to the API Level of the platform version.

Declaring a minimum API Level


If you build an application that uses APIs or system features introduced in the latest platform version, you should set the android:minSdkVersion attribute to the API Level of the latest platform version. This ensures that users will only be able to install your application if their devices are running a compatible version of the Android platform. In turn, this ensures that your application can function properly on their devices. If your application uses APIs introduced in the latest platform version but does not declare aandroid:minSdkVersion attribute, then it will run properly on devices running the latest version of the platform, but not on devices running earlier versions of the platform. In the latter case, the application will crash at runtime when it tries to use APIs that don't exist on the earlier versions.

Testing against higher API Levels


After compiling your application, you should make sure to test it on the platform specified in the application'sandroid:minSdkVersion attribute. To do so, create an AVD that uses the platform version required by your application. Additionally, to ensure forward-compatibility, you should run and test the application on all platforms that use a higher API Level than that used by your application. The Android SDK includes multiple platform versions that you can use, including the latest version, and provides an updater tool that you can use to download other platform versions as necessary. To access the updater, use the android command-line tool, located in the <sdk>/tools directory. You can launch the SDK updater by executing android sdk. You can also simply double-click the android.bat (Windows) or android (OS X/Linux) file. In ADT, you can also access the updater by selecting Window > Android SDK Manager.

To run your application against different platform versions in the emulator, create an AVD for each platform version that you want to test. For more information about AVDs, see Creating and Managing Virtual Devices. If you are using a physical device for testing, ensure that you know the API Level of the Android platform it runs. See the table at the top of this document for a list of platform versions and their API Levels.

Using a Provisional API Level

In some cases, an "Early Look" Android SDK platform may be available. To let you begin developing on the platform although the APIs may not be final, the platform's API Level integer will not be specified. You must instead use the platform's provisional API Level in your application manifest, in order to build applications against the platform. A provisional API Level is not an integer, but a string matching the codename of the unreleased platform version. The provisional API Level will be specified in the release notes for the Early Look SDK release notes and is case-sensitive. The use of a provisional API Level is designed to protect developers and device users from inadvertently publishing or installing applications based on the Early Look framework API, which may not run properly on actual devices running the final system image. The provisional API Level will only be valid while using the Early Look SDK and can only be used to run applications in the emulator. An application using the provisional API Level can never be installed on an Android device. At the final release of the platform, you must replace any instances of the provisional API Level in your application manifest with the final platform's actual API Level integer.

Filtering the Reference Documentation by API Level

Reference documentation pages on the Android Developers site offer a "Filter by API Level" control in the top-right area of each page. You can use the control to show documentation only for parts of the API that are actually accessible to your application, based on the API Level that it specifies in the android:minSdkVersionattribute of its manifest file.

To use filtering, select the checkbox to enable filtering, just below the page search box. Then set the "Filter by API Level" control to the same API Level as specified by your application. Notice that APIs introduced in a later API Level are then grayed out and their content is masked, since they would not be accessible to your application. Filtering by API Level in the documentation does not provide a view of what is new or introduced in each API Level it simply provides a way to view the entire API associated with a given API Level, while excluding API elements introduced in later API Levels. If you decide that you don't want to filter the API documentation, just disable the feature using the checkbox. By default, API Level filtering is disabled, so that you can view the full framework API, regardless of API Level. Also note that the reference documentation for individual API elements specifies the API Level at which each element was introduced. The API Level for packages and classes is specified as "Since <api level>" at the top-right corner of the content area on each documentation page. The API Level for class members is specified in their detailed description headers, at the right margin.

Supporting Different Platform Versions


PREVIOUSNEXT

THIS LESSON TEACHES YOU TO


1. Specify Minimum and Target API Levels 2. Check System Version at Runtime 3. Use Platform Styles and Themes

YOU SHOULD ALSO READ


Android API Levels Android Support Library

While the latest versions of Android often provide great APIs for your app, you should continue to support older versions of Android until more devices get updated. This lesson shows you how to take advantage of the latest APIs while continuing to support older versions as well. The dashboard for Platform Versions is updated regularly to show the distribution of active devices running each version of Android, based on the number of devices that visit the Google Play Store. Generally, its a good practice to support about 90% of the active devices, while targeting your app to the latest version.

Tip: In order to provide the best features and functionality across several Android versions, you should use theAndroid Support Library in your app, which allows you to use several recent platform APIs on older versions.

Specify Minimum and Target API Levels

The AndroidManifest.xml file describes details about your app and identifies which versions of Android it supports. Specifically, the minSdkVersion and targetSdkVersion attributes for the <uses-sdk element identify the lowest API level with which your app is compatible and the highest API level against which youve designed and tested your app. For example:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" ... > <uses-sdk android:minSdkVersion="4" android:targetSdkVersion="15" /> ... </manifest>

As new versions of Android are released, some style and behaviors may change. To allow your app to take advantage of these changes and ensure that your app fits the style of each user's device, you should set thetargetSdkVersion value to match the latest Android version available.

Check System Version at Runtime

Android provides a unique code for each platform version in the Build constants class. Use these codes within your app to build conditions that ensure the code that depends on higher API levels is executed only when those APIs are available on the system.
private void setUpActionBar() { // Make sure we're running on Honeycomb or higher to use ActionBar APIs if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) { ActionBar actionBar = getActionBar(); actionBar.setDisplayHomeAsUpEnabled(true); } }

Note: When parsing XML resources, Android ignores XML attributes that arent support ed by the current device. So you can safely use XML attributes that are only supported by newer versions without worrying about older versions breaking when they encounter that code. For example, if you set thetargetSdkVersion="11", your app includes the ActionBar by default on Android 3.0 and higher. To then add menu items to the action bar, you need to

set android:showAsAction="ifRoom" in your menu resource XML. It's safe to do this in a cross-version XML file, because the older versions of Android simply ignore theshowAsAction attribute (that is, you do not need a separate version in res/menu-v11/).

Use Platform Styles and Themes

Android provides user experience themes that give apps the look and feel of the underlying operating system. These themes can be applied to your app within the manifest file. By using these built in styles and themes, your app will naturally follow the latest look and feel of Android with each new release. To make your activity look like a dialog box:
<activity android:theme="@android:style/Theme.Dialog">

To make your activity have a transparent background:


<activity android:theme="@android:style/Theme.Translucent">

To apply your own custom theme defined in /res/values/styles.xml:


<activity android:theme="@style/CustomTheme">

To apply a theme to your entire app (all activities), add the android:theme attribute to the <application>element:
<application android:theme="@style/CustomTheme">

For more about creating and using themes, read the Styles and Themes guide.

What is API Level?

API Level is an integer value that uniquely identifies the framework API revision offered by a version of the Android platform. The Android platform provides a framework API that applications can use to interact with the underlying Android system. The framework API consists of:

A core set of packages and classes A set of XML elements and attributes for declaring a manifest file A set of XML elements and attributes for declaring and accessing resources A set of Intents A set of permissions that applications can request, as well as permission enforcements included in the system

Each successive version of the Android platform can include updates to the Android application framework API that it delivers. Updates to the framework API are designed so that the new API remains compatible with earlier versions of the API. That is, most changes in the API are additive and introduce new or replacement functionality. As parts of the API are upgraded, the older replaced parts are deprecated but are not removed, so that existing applications can still use them. In a very small number of cases, parts of the API may be modified or removed, although typically such changes are only needed to ensure API robustness and application or system security. All other API parts from earlier revisions are carried forward without modification. The framework API that an Android platform delivers is specified using an integer identifier called "API Level". Each Android platform version supports exactly one API Level, although support is implicit for all earlier API Levels (down to API Level 1). The initial release of the Android platform provided API Level 1 and subsequent releases have incremented the API Level. The table below specifies the API Level supported by each version of the Android platform. For information about the relative numbers of devices that are running each version, see the Platform Versions dashboards page.
Platform Version API Level VERSION_CODE Notes

Android 4.4

19

KITKAT JELLY_BEAN_MR2 JELLY_BEAN_MR1 JELLY_BEAN ICE_CREAM_SANDWICH_MR1 ICE_CREAM_SANDWICH

Platform Highlight

Android 4.3

18

Platform Highlight

Android 4.2, 4.2.2

17

Platform Highlight

Android 4.1, 4.1.1

16

Platform Highlight

Android 4.0.3, 4.0.4

15

Platform Highlight

Android 4.0, 4.0.1, 4.0.2

14

Android 3.2

13

HONEYCOMB_MR2 HONEYCOMB_MR1 HONEYCOMB GINGERBREAD_MR1

Android 3.1.x

12

Platform Highlight

Android 3.0.x

11

Platform Highlight

Android 2.3.4 Android 2.3.3

10

Platform Highlight

Android 2.3.2 Android 2.3.1 Android 2.3

GINGERBREAD

Android 2.2.x

FROYO ECLAIR_MR1 ECLAIR_0_1 ECLAIR DONUT CUPCAKE BASE_1_1 BASE

Platform Highlight

Android 2.1.x

Platform Highlight

Android 2.0.1

Android 2.0

Android 1.6

Platform Highlight

Android 1.5

Platform Highlight

Android 1.1

Android 1.0

Uses of API Level in Android

The API Level identifier serves a key role in ensuring the best possible experience for users and application developers:

It lets the Android platform describe the maximum framework API revision that it supports It lets applications describe the framework API revision that they require It lets the system negotiate the installation of applications on the user's device, such that version-incompatible applications are not installed.

Each Android platform version stores its API Level identifier internally, in the Android system itself. Applications can use a manifest element provided by the framework API <uses-sdk> to describe the minimum and maximum API Levels under which they are able to run, as well as the preferred API Level that they are designed to support. The element offers three key attributes:

android:minSdkVersion Specifies the minimum API Level on which the application is

able to run. The default value is "1".

android:targetSdkVersion Specifies the API Level on which the application is

designed to run. In some cases, this allows the application to use manifest elements or behaviors defined in the target API Level, rather than being restricted to using only those defined for the minimum API Level.

android:maxSdkVersion Specifies the maximum API Level on which the application is able to run.Important: Please read the <uses-sdk> documentation before using this

attribute. For example, to specify the minimum system API Level that an application requires in order to run, the application would include in its manifest a <uses-sdk> element with a android:minSdkVersion attribute. The value of android:minSdkVersion would be the integer corresponding to the API Level of the earliest version of the Android platform under which the application can run. When the user attempts to install an application, or when revalidating an appplication after a system update, the Android system first checks the <uses-sdk> attributes in the application's manifest and compares the values against its own internal API Level. The system allows the installation to begin only if these conditions are met:

If a android:minSdkVersion attribute is declared, its value must be less than or equal to the system's API Level integer. If not declared, the system assumes that the application requires API Level 1. If a android:maxSdkVersion attribute is declared, its value must be equal to or greater than the system's API Level integer. If not declared, the system assumes that the application has no maximum API Level. Please read the <uses-sdk> documentation for more information about how the system handles this attribute.

When declared in an application's manifest, a <uses-sdk> element might look like this:
<manifest> <uses-sdk android:minSdkVersion="5" /> ... </manifest>

The principal reason that an application would declare an API Level in android:minSdkVersion is to tell the Android system that it is using APIs that

were introduced in the API Level specified. If the application were to be somehow installed on a platform with a lower API Level, then it would crash at run-time when it tried to access APIs that don't exist. The system prevents such an outcome by not allowing the application to be installed if the lowest API Level it requires is higher than that of the platform version on the target device. For example, the android.appwidget package was introduced with API Level 3. If an application uses that API, it must declare a android:minSdkVersion attribute with a value of "3". The application will then be installable on platforms such as Android 1.5 (API Level 3) and Android 1.6 (API Level 4), but not on the Android 1.1 (API Level 2) and Android 1.0 platforms (API Level 1). For more information about how to specify an application's API Level requirements, see the <uses-sdk> section of the manifest file documentation.

Development Considerations

The sections below provide information related to API level that you should consider when developing your application.

Application forward compatibility


Android applications are generally forward-compatible with new versions of the Android platform. Because almost all changes to the framework API are additive, an Android application developed using any given version of the API (as specified by its API Level) is forwardcompatible with later versions of the Android platform and higher API levels. The application should be able to run on all later versions of the Android platform, except in isolated cases where the application uses a part of the API that is later removed for some reason. Forward compatibility is important because many Android-powered devices receive over-theair (OTA) system updates. The user may install your application and use it successfully, then later receive an OTA update to a new version of the Android platform. Once the update is installed, your application will run in a new run-time version of the environment, but one that has the API and system capabilities that your application depends on. In some cases, changes below the API, such those in the underlying system itself, may affect your application when it is run in the new environment. For that reason it's important for you, as the application developer, to understand how the application will look and behave in each system environment. To help you test your application on various versions of the Android platform, the Android SDK includes multiple platforms that you can download. Each platform includes a compatible system image that you can run in an AVD, to test your application.

Application backward compatibility


Android applications are not necessarily backward compatible with versions of the Android platform older than the version against which they were compiled. Each new version of the Android platform can include new framework APIs, such as those that give applications access to new platform capabilities or replace existing API parts. The new APIs are accessible to applications when running on the new platform and, as mentioned above, also when running on later versions of the platform, as specified by API Level. Conversely, because earlier versions of the platform do not include the new APIs, applications that use the new APIs are unable to run on those platforms. Although it's unlikely that an Android-powered device would be downgraded to a previous version of the platform, it's important to realize that there are likely to be many devices in the field that run earlier versions of the platform. Even among devices that receive OTA updates, some might lag and might not receive an update for a significant amount of time.

Selecting a platform version and API Level


When you are developing your application, you will need to choose the platform version against which you will compile the application. In general, you should compile your application against the lowest possible version of the platform that your application can support. You can determine the lowest possible platform version by compiling the application against successively lower build targets. After you determine the lowest version, you should create an AVD using the corresponding platform version (and API Level) and fully test your application. Make sure to declare aandroid:minSdkVersion attribute in the application's manifest and set its value to the API Level of the platform version.

Declaring a minimum API Level


If you build an application that uses APIs or system features introduced in the latest platform version, you should set the android:minSdkVersion attribute to the API Level of the latest platform version. This ensures that users will only be able to install your application if their devices are running a compatible version of the Android platform. In turn, this ensures that your application can function properly on their devices. If your application uses APIs introduced in the latest platform version but does not declare aandroid:minSdkVersion attribute, then it will run properly on devices running the latest version of the platform, but not on devices running earlier versions of the platform. In the latter case, the application will crash at runtime when it tries to use APIs that don't exist on the earlier versions.

Testing against higher API Levels


After compiling your application, you should make sure to test it on the platform specified in the application'sandroid:minSdkVersion attribute. To do so, create an AVD that uses the platform version required by your application. Additionally, to ensure forward-compatibility, you

should run and test the application on all platforms that use a higher API Level than that used by your application. The Android SDK includes multiple platform versions that you can use, including the latest version, and provides an updater tool that you can use to download other platform versions as necessary. To access the updater, use the android command-line tool, located in the <sdk>/tools directory. You can launch the SDK updater by executing android sdk. You can also simply double-click the android.bat (Windows) or android (OS X/Linux) file. In ADT, you can also access the updater by selecting Window > Android SDK Manager. To run your application against different platform versions in the emulator, create an AVD for each platform version that you want to test. For more information about AVDs, see Creating and Managing Virtual Devices. If you are using a physical device for testing, ensure that you know the API Level of the Android platform it runs. See the table at the top of this document for a list of platform versions and their API Levels.

Using a Provisional API Level

In some cases, an "Early Look" Android SDK platform may be available. To let you begin developing on the platform although the APIs may not be final, the platform's API Level integer will not be specified. You must instead use the platform's provisional API Level in your application manifest, in order to build applications against the platform. A provisional API Level is not an integer, but a string matching the codename of the unreleased platform version. The provisional API Level will be specified in the release notes for the Early Look SDK release notes and is case-sensitive. The use of a provisional API Level is designed to protect developers and device users from inadvertently publishing or installing applications based on the Early Look framework API, which may not run properly on actual devices running the final system image. The provisional API Level will only be valid while using the Early Look SDK and can only be used to run applications in the emulator. An application using the provisional API Level can never be installed on an Android device. At the final release of the platform, you must replace any instances of the provisional API Level in your application manifest with the final platform's actual API Level integer.

Filtering the Reference Documentation by API Level

Reference documentation pages on the Android Developers site offer a "Filter by API Level" control in the top-right area of each page. You can use the control to show documentation only

for parts of the API that are actually accessible to your application, based on the API Level that it specifies in the android:minSdkVersionattribute of its manifest file. To use filtering, select the checkbox to enable filtering, just below the page search box. Then set the "Filter by API Level" control to the same API Level as specified by your application. Notice that APIs introduced in a later API Level are then grayed out and their content is masked, since they would not be accessible to your application. Filtering by API Level in the documentation does not provide a view of what is new or introduced in each API Level it simply provides a way to view the entire API associated with a given API Level, while excluding API elements introduced in later API Levels. If you decide that you don't want to filter the API documentation, just disable the feature using the checkbox. By default, API Level filtering is disabled, so that you can view the full framework API, regardless of API Level. Also note that the reference documentation for individual API elements specifies the API Level at which each element was introduced. The API Level for packages and classes is specified as "Since <api level>" at the top-right corner of the content area on each documentation page. The API Level for class members is specified in their detailed description headers, at the right margin.
Except as noted, this content is licensed under Creative Commons Attribution 2.5. For details and restrictions, see the Content License. About Android | Legal | Support

http://developer.android.com/guide/topics/manifest/uses-sdk-element.html#ApiLevels

At a minimum, check the <uses-sdk> element to make sure that: a. targetSdkVersion is declared with value 11 or higher (14 or higher is recommended), OR b. minSdkVersion is declared with value 11 or higher. c. If a maxSdkVersion attribute is declared, it must have a value of 11 or higher. Note that, in general, the use ofmaxSdkVersion is not recommended.
RELATED RESOURCES Android API LevelsIntroduces API levels and how they relate to compatibility. A reference of available API levels is included.

Supporting Different Platform VersionsTraining class showing how to declare support for minimum and target API levels in your app.

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