M7350/base/docs/html/sdk/1.6_r1/upgrading.jd
2024-09-09 08:52:07 +00:00

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page.title=Upgrading the SDK
sdk.version=1.6
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>Upgrading the SDK</h2>
<ul>
<li>If you are developing on the Android 1.5 SDK, migrating your
applications is straightforward and typically requires no modifications.</li>
<li>For Eclipse users, a new version of ADT is available. To use the Android
1.6 SDK, please upgrade to ADT 0.9.3 (or later).</li>
<li>For Windows users, the SDK includes a new USB driver that you can
install, if you are developing on a device. </li>
<li>A new Android SDK and AVD Manager tool is available. To access
it, run the <code>android</code> tool without options. </li>
</ul>
<h2>In this document</h2>
<ol>
<li><a href="#Install">Install the SDK</a></li>
<li><a href="#UpdateAdt">Update Your Eclipse ADT Plugin</a></li>
<li><a href="#RunYourApps">Run Your Applications</a></li>
<li><a href="#MigrateYourApps">Migrate Your Applications</a></li>
</ol>
<h2>Migrating information</h2>
<ol>
<li><a href="{@docRoot}sdk/api_diff/4/changes.html">Android 1.6 API
Differences</a></li>
</ol>
</div>
</div>
<p>This document describes how to move your development environment and existing
Android applications from an Android 1.5 SDK to the Android 1.6 SDK. If you are
migrating applications from an SDK older than 1.5, please also read the
upgrading document available in the Android 1.5 SDK package.</p>
<p>There are several compelling reasons to upgrade, such as new SDK tools that
make developing more efficient and new APIs that allow you to expand the
feature-set of your applications. However, even if you or your applications
don't require these enhancements, it's important that you upgrade to ensure that
your applications run properly on the upcoming Android platform.</p>
<p>The Android 1.6 platform will soon be deployable to devices around the world.
If you have already released Android applications to the public, you should test
the forward-compatibility of your applications on the latest version of the
platform as soon as possible. It's unlikely that you'll encounter problems in
your applications, but in the interest of maintaining the best user experience,
you should take no risks. So, please install the new Android SDK and test your
applications on the new platform.</p>
<!-- NOT AVAILABLE FOR PREVIEW RELEASES -->
<p>For more information on new SDK features and system changes,
see the <a href="{@docRoot}sdk/android-1.6.html">Android 1.6 Version Notes</a>.</p>
<!-- -->
<h2 id="Install">Install the SDK</h2>
<p>If you haven't yet downloaded the SDK, <a href="index.html">download it from
here</a> and unpack it into a safe location.</p>
<p>If you had previously setup your <code>PATH</code> variable to point to the SDK
tools directory, then you need to update it to point to the new SDK. For example, for
a <code>.bashrc</code> or <code>.bash_profile</code> file:</p>
<pre>export PATH=$PATH:<em>&lt;your_sdk_dir></em>/tools</pre>
<h2 id="UpdateAdt">Update Your Eclipse ADT Plugin</h2>
<p>If you don't use the Eclipse IDE for development,
skip to <a href="#RunYourApps">Run Your Applications</a>.</p>
<p>A new version of the ADT Plugin, ADT 0.9.3, is available in conjunction with
this SDK release. To use the SDK, you must upgrade your ADT Plugin to version
0.9.3. With ADT 0.9.3, you can still compile your existing applications against
multiple platform versions, such as Android 1.5, Android 1.1, and so on. However,
ADT 0.9.3 is not compatible with previous versions of the SDK and its tools, so
make sure that you upgrade both your SDK <em>and</em> the ADT Plugin.</p>
The upgrade steps for ADT are described below. For information about new features in ADT, see the <a
href="{@docRoot}sdk/RELEASENOTES.html">Release Notes</a> document. </p>
<p>If you're currently using a version of ADT <em>older</em> than version 0.9,
then you must uninstall ADT before you proceed (read how to <a
href="{@docRoot}sdk/1.5_r3/upgrading.html#uninstallAdt">Uninstall your previous
ADT plugin</a>). If you currently have version 0.9 or 0.9.1, then you don't need
to uninstall and can continue with the procedure below.</p>
<table style="font-size:100%">
<tr><th>Eclipse 3.4 (Ganymede)</th><th>Eclipse 3.5 (Galileo)</th></tr>
<tr>
<td width="50%">
<!-- 3.4 steps -->
<ol>
<li>Select <strong>Help</strong> &gt; <strong>Software Updates</strong>.</li>
<li>Select the <strong>Available Software</strong> tab.</li>
<li>Select the checkboxes next to Android DDMS and Android Developer Tools,
then click <strong>Update</strong>.</li>
<li>In the resulting Available Updates dialog, ensure that both Android DDMS
and Android Development Tools are selected, then click
<strong>Next</strong>.</li>
<li>Read and accept the license agreement and then click <strong>Finish</strong>.
This will download and install the latest version of Android DDMS and
Android Development Tools.</li>
<li>Restart Eclipse.</li>
</ol>
</td>
<td>
<!-- 3.5 steps -->
<ol>
<li>Select <strong>Help</strong> &gt; <strong>Check for Updates</strong>. </li>
<li>In the resulting Available Updates dialog, locate the Android DDMS and
Android Development Tools features in the list and ensure that the checkboxes
next to them are selected. Click <strong>Next</strong>.
<p>If the Available Updates dialog does not list Android DDMS and Android
Development tools, make sure that you have set up a remote update site
for them, as described in
<a href="installing.html#InstallingADT">Installing the ADT Plugin</a>.
</p></li>
<li>In the Update Details dialog, click <strong>Next</strong>.</li>
<li>Read and accept the license agreement and then click <strong>Finish</strong>.
This will download and install the latest version of Android DDMS and
Android Development Tools.</li>
<li>Restart Eclipse.</li>
</ol>
</td>
</tr>
</table>
<p>If you encounter problems with this update procedure, try performing a fresh
installation. Fully remove your existing ADT Plugin as described in <a
href="{@docRoot}sdk/1.5_r3/upgrading.html#uninstallAdt">Uninstall your previous
ADT plugin</a> and then follow the guide to <a
href="installing.html#InstallingADT">Installing the ADT Plugin for
Eclipse</a>.</p>
<h3 id="updateEclipsePrefs">Update your Eclipse SDK Preferences</h3>
<p>The last step is to update your Eclipse preferences to point to the new
SDK directory:</p>
<ol>
<li>Select <strong>Window</strong> > <strong>Preferences</strong> to open
the Preferences panel (Mac: <strong>Eclipse</strong> > <strong>Preferences
</strong>).</li>
<li>Select <strong>Android</strong> from the left panel.</li>
<li>For the SDK Location, click <strong>Browse</strong>
and locate your SDK directory.</li>
<li>Click <strong>Apply</strong>, then <strong>OK</strong>.</li>
</ol>
<h2 id="RunYourApps">Run Your Applications to Test Forward Compatibility</h2>
<p>Now that you have installed the Android 1.6 SDK, we encourage you run each of
your existing applications on the Android 1.6 system image that is included in
the SDK, to ensure that it functions properly on the new platform.
Testing forward-compatibility in this way is especially important for
applications that you may have already published and that may be installed on
devices that will upgrade to the new platform. </p>
<p>In most cases, your applications will function properly when run on the new
version of the platform. However, it is possible that you will encounter
unexpected behavior, because of changes in the API or underlying platform. If
you do find problems, you can use the SDK tools to compile and publish an update
to the applications, which users can then download.
<p>To test forward-compatibility, simply run your application, as-is, on an
instance of the Android Emulator that uses an AVD targeted to the "Android 1.6"
system image. Here are the steps: </p>
<ol>
<li>Make no changes to your application code.</li>
<li>Create a new AVD that runs the new "Android 1.6" platform. </li>
<li>Launch your application in an emulator running the new AVD.</li>
<li>Perform normal testing on your application to ensure everything works as
expected.</li>
</ol>
<p>Note that, for the purposes of forward-compatibility testing, you should not
change how your application is compiled. That is, you should continue to compile
the application against the same version of the Android library as before. The
only change needed is to the AVD, which controls the version of the Android
system image (run-time environment) on which the application is run.
<p>For more information on creating an AVD and launching your application, see
<a href="{@docRoot}guide/developing/eclipse-adt.html#Running">Running Your
Applications (Eclipse)</a> or <a
href="{@docRoot}guide/developing/other-ide.html#Running">Running
Your Applications (other IDEs)</a>, depending on your development
environment.</p>
<h3 id="FutureProofYourApps">Android 1.6 Forward-Compatibility Tips</h3>
<p>The new version of the Android platform includes several new APIs, but
very few actual changes to existing APIs. This means that, in most
cases, your applications written with earlier versions of the Android library
should run properly on the Android 1.6 platform. </p>
<p>However, here are some areas to pay attention to as you test forward-compatibility:</p>
<ul>
<li><strong>Make sure your application doesn't use internal APIs</strong>. Your
application should not use any APIs that are not officially supported and are
not published in the Android reference documentation. Unofficial APIs can change
at any time without notice and &mdash; if your application happens to be using
them &mdash; such a change could cause the application to break.</li>
<li><strong>Watch for assumptions about available hardware</strong>. Remember
that not all compatible devices offer the same hardware capabilities &mdash;
screens, keyboards, and physical keys, and so on. As you test your application,
watch for areas where your application depends on the presence of specific
hardware capabilities. If you find dependencies, you can design around them by
building in alternate support or graceful degradation, or you can specify them
as hardware requirements in a
<a href="{@docRoot}guide/topics/manifest/uses-configuration-element.html"><code>&lt;uses-configuration&gt;</code>.</a>
element in the application's manifest file. Also see the <a href="{@docRoot}guide/topics/manifest/uses-feature-element.html"><code>&lt;uses-feature&gt;</code></a>
manifest element, which lets your application declare a requirement for
specific features, such as an OpenGL ES version or a camera that has
autofocus capability.
</li>
<li><strong>Watch for assumptions about available features</strong>. Not all
compatible devices offer equal support for embedded features. same hardware capabilities &mdash;
screens, keyboards, and physical keys, and so on. As you test your application,
watch for areas where your application depends on the presence of specific
hardware capabilities. If you find dependencies, you can design around them by
building in alternate support or graceful degradation, or you can specify them
as hardware requirements in a
<a href="{@docRoot}guide/topics/manifest/uses-configuration-element.html"><code>&lt;uses-configuration&gt;</code>.</a>
element in the application's manifest file. </li>
<p>When testing forward-compatibility, try running your application in various
AVDs that emulate different hardware configurations. For example, you can create
an AVD that does not offer a physical keyboard or one that uses a dpad instead
of a trackball. Running your application in different emulated hardware
configurations will give you an idea of where its dependencies are and help you
identify problems. </p>
</li>
<li><strong>Watch for assumptions about screen resolution and
density</strong>. A device's screen resolution and density is likely to affect
the way that your application's UI is rendered, especially if your app specifies
dimensions or positions using pixels or absolute layouts. To ensure consistent
UI across screens, your app should specify the dimensions and positions of
layouts and drawables in relative units that can be scaled by the system as
appropriate, according to the density of the device's screen. Alternatively, you
can create custom sets of layout/drawable resources for specific screens, which
the system can then load as appropriate, based on the current device screen.</p>
<p>When testing forward-compatibility, try running your application in various
AVDs that emulate different screen resolutions and densities. Also note that,
starting with Android 1.6, the platform provides a Compatibility Mode that
automatically scales the UI of applications if they do not explicitly indicate
support for the current screen in the
<a href="{@docRoot}guide/topics/manifest/supports-screen-element.html"><code>&lt;supports-screen&gt;</code></a>
element in their manifest files. As part of testing, you should evaluate how
your application is displayed in Compatibility Mode on different screens. </p>
</li>
<li><strong>Avoid performing layout orientation changes based on the
acceletometer (or via other sensors)</strong>. Some Android-powered devices will
automatically rotate the orientation (and all devices have the option to turn on
auto-rotation), so if your application also attempts to rotate the orientation,
it can result in strange behavior. In addition, if your application uses the
accelerometer to detect shaking and you do not want to rotate the orientation,
then you should lock the current orientation with <a
href="{@docRoot}guide/topics/manifest/activity-element.html#screen">android:screenOrientation</a>.
</li>
</ul>
<h2 id="MigrateYourApps">Migrate Your Applications</h2>
<p>If you want to use any of the new Android 1.6 APIs in your existing
applications, you must first migrate the applications to the new Android
platform version. Generally, migrating an application includes: </p>
<ul>
<li>Referencing the proper API Level in the application's manifest file,
and</li>
<li>Resetting its project properties so that it is compiled against the Android
1.6 build target.</li>
</ul>
<p>Additionally, to run your application in the emulator, you need to
create an AVD that uses the Android 1.6 system image. </p>
<p class="note"><strong>Note:</strong> You only need migrate your application as
described in this section if the application will actually use APIs
<em>introduced</em> in the Android 1.6 platform (which are not available on
devices running older versions of the Android platform). If your application
does not use any new APIs, you can compile and run it without modification and
not migration is necessary.</p>
<h3>Reference the Proper API Level</h3>
<p>If your application is using APIs introduced in Android 1.6, you must
reference that dependency in the application's manifest file so that it can be
deployed to devices running the Android 1.6 platform. </p>
<p>Open the manifest file and locate the <code>minSdkVersion</code> attribute
in the <code>&lt;uses-sdk&gt;</code> manifest element. Set the value of
<code>minSdkVersion</code> to <code>"4"</code> (the API Level
identifier corresponding to Android 1.6). Here's an example:</p>
<pre>
&lt;manifest>
...
&lt;uses-sdk android:minSdkVersion="4" />
...
&lt;/manifest>
</pre>
<h3>Compile Against the Proper Build Target</h3>
<p>Once you've changed the <code>minSdkVersion</code> value in your
application's manifest, you need to set the application's project properties so
that the application will be compiled against the Android 1.6 library. To do so,
follow the steps below for your respective development environment. </p>
<h4 id="EclipseUsers">Eclipse Users</h4>
<ol>
<li>Right-click on the individual project (in the Package Explorer)
and select <strong>Properties</strong>.</li>
<li>In the properties, open the Android panel and select a new Project Build Target.
Select "Android 1.6" to target the new platform (or "Google APIs" with the "4"
API Level, if your application uses the Google Maps APIs).</li>
<li>Click <strong>Apply</strong>, then <strong>OK</strong>.</li>
</ol>
<h4 id="AntUsers">Ant Users</h4>
<p>Use the <code>android</code> tool (located in
<code><em>your_sdk</em>/tools/</code>) to create a new <code>build.xml</code>
that references the new platform target. To see a list of available targets,
execute:</p>
<pre>android list targets</pre>
<p>Select the target <code>id</code> that corresponds to the "Android 1.6" platform
and pass it with the <code>--target</code> parameter when updating your project.
For example:</p>
<pre>android update project --path /path/to/my-project --target 2</pre>
<p>If your application uses the Google Maps APIs (i.e., MapView), be certain to
select a Google APIs target.</p>
<h3>Create an AVD that Uses the Android 1.6 Platform</h3>
<p>Finally, you need to set up a new AVD that uses the Android 1.6 platform, so that
you can run your application in the emulator.
<p>To set up the new AVD, use the <code>android</code> tool, available in the
<code>tools/</code> directory of the SDK. You can run the AVD manager by simply
changing to the <code>tools/</code> directory and entering <code>android</code>
at the command line. Click "New" to create the AVD and set its properties.</p>
<p>When creating the AVD, make sure to select a target of "Android 1.6 - API
Level 4". If your application uses the Google Maps APIs (MapView), select the
target "Google APIs (Google Inc.) - API Level 4". </p>
<p>For more information about running your application in an AVD, see <a
href="{@docRoot}guide/developing/eclipse-adt.html#Running">Running Your
Application (Eclipse)</a> or <a
href="{@docRoot}guide/developing/other-ide.html#Running">Running Your
Application (other IDEs)</a>. </p>
<p>For general information about AVDs, see the <a href="{@docRoot}guide/developing/tools/avd.html">Android Virtual
Devices</a> document. </p>
<div class="special">
<p>If you have trouble migrating to the new version of the SDK, visit the
<a href="http://groups.google.com/group/android-developers">Android Developers Group</a>
to seek help from other Android developers.</p>
</div>