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The first tablets running Android 3.0 (“Honeycomb”) will be hitting the streets on Thursday Feb. 24th, and we’ve just posted the full SDK release. We encourage you to test your applications on the new platform, using a tablet-size AVD.
Developers who’ve followed the Android Framework’s guidelines and best practices will find their apps work well on Android 3.0. This purpose of this post is to provide reminders of and links to those best practices.
There’s a comprehensive discussion of how to work with the new release in Optimizing Apps for Android 3.0. The discussion includes the use of the emulator; most developers, who don’t have an Android tablet yet, should use it to test and update their apps for Honeycomb.
While your existing apps should work well, developers also have the option to improve their apps’ look and feel on Android 3.0 by using Honeycomb features; for example, see The Android 3.0 Fragments API. We’ll have more on that in this space, but in the meantime we recommend reading Strategies for Honeycomb and Backwards Compatibility for advice on adding Honeycomb polish to existing apps.
There have been reports of apps not showing up in Android Market on tablets. Usually, this is because your application manifest has something like this:
<uses-feature android:name="android.hardware.telephony" />
Many of the tablet devices aren’t phones, and thus Android Market assumes the app is not compatible. See the documentation of <uses-feature>. However, such an app’s use of the telephony APIs might well be optional, in which case it should be available on tablets. There’s a discussion of how to accomplish this in Future-Proofing Your App and The Five Steps to Future Hardware Happiness.
The new environment is different from what we’re used to in two respects. First, you can hold the devices with any of the four sides up and Honeycomb manages the rotation properly. In previous versions, often only two of the four orientations were supported, and there are apps out there that relied on this in ways that will break them on Honeycomb. If you want to stay out of rotation trouble, One Screen Turn Deserves Another covers the issues.
The second big difference doesn’t have anything to do with software; it’s that a lot of people are going to hold these things horizontal (in “landscape mode”) nearly all the time. We’ve seen a few apps that have a buggy assumption that they’re starting out in portrait mode, and others that lock certain screens into portrait or landscape but really shouldn’t.
A tablet can probably provide a better game experience for your users than any handset can. Bigger is better. It’s going to cost you a little more work than developers of business apps, because quite likely you’ll want to rework your graphical assets for the big screen.
There’s another issue that’s important to game developers: Texture Formats. Read about this in Game Development for Android: A Quick Primer, in the section labeled “Step Three: Carefully Design the Best Game Ever”.
We've also added a convenient way to filter applications in Android Market based on the texture formats they support; see the documentation of <supports-gl-texture> for more details.
Once you’ve held one of the new tablets in your hands, you’ll want to have your app not just running on it (which it probably already does), but expanding minds on the expanded screen. Have fun!