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diff --git a/docs/html/images/training/performance/animation-frames.png b/docs/html/images/training/performance/animation-frames.png Binary files differnew file mode 100644 index 000000000000..846c9fe42159 --- /dev/null +++ b/docs/html/images/training/performance/animation-frames.png diff --git a/docs/html/images/training/performance/animation-frames_2x.png b/docs/html/images/training/performance/animation-frames_2x.png Binary files differnew file mode 100644 index 000000000000..0aba2a579316 --- /dev/null +++ b/docs/html/images/training/performance/animation-frames_2x.png diff --git a/docs/html/images/training/performance/apk-structure.png b/docs/html/images/training/performance/apk-structure.png Binary files differnew file mode 100644 index 000000000000..75a180cd4711 --- /dev/null +++ b/docs/html/images/training/performance/apk-structure.png diff --git a/docs/html/topic/performance/reduce-apk-size.jd b/docs/html/topic/performance/reduce-apk-size.jd new file mode 100644 index 000000000000..1e73bf017c1e --- /dev/null +++ b/docs/html/topic/performance/reduce-apk-size.jd @@ -0,0 +1,538 @@ +page.title=Reduce APK Size +trainingnavtop=true + +@jd:body + +<div id="tb-wrapper"> +<div id="tb"> + +<h2>This lesson teaches you to</h2> +<ol> + <li><a href="#apk-structure">Understand the APK Structure</a></li> + <li><a href="#reduce-resources">Reduce Resource Count and Size</a></li> + <li><a href="#reduce-code">Reduce Native and Java Code</a></li> + <li><a href="#multiple-apks">Maintain Multiple Lean APKs</a></li> +</ol> + +<h2> + You should also read +</h2> + +<ul> + <li> + <a href="{@docRoot}studio/build/shrink-code.html">Shrink Your Code and + Resources</a> + </li> +</ul> + + +</div> +</div> + +<p> + Users often avoid downloading apps that seem too large, particularly in + emerging markets where devices connect to often-spotty 2G and + 3G networks or work on pay-by-the-byte plans. This article describes how to + reduce your app's APK size, which enables more users to download your app. +</p> + +<h2 id="apk-structure"> + Understand the APK Structure +</h2> + +<p> + Before discussing how to reduce the size of your app, it's helpful to + understand the structure of an app's APK. An APK file consists of a ZIP + archive that contains all the files that comprise your app. These files + include Java class files, resource files, and a file containing compiled + resources. +</p> + +<p> +An APK contains the following directories: +</p> + +<ul> + <li>{@code META-INF/}: Contains the <code>CERT.SF</code> and + <code>CERT.RSA</code> signature files, as well as the {@code MANIFEST.MF} + manifest file. + </li> + + <li>{@code assets/}: Contains the app's assets, which the app can retrieve + using an {@link android.content.res.AssetManager} object. + </li> + + <li> + {@code res/}: Contains resources that aren't compiled into + <code>resources.arsc</code>. + </li> + + <li>{@code lib/}: Contains the compiled code that is specific to the software + layer of a processor. This directory contains a subdirectory for each + platform type, like <code>armeabi</code>, <code>armeabi-v7a</code>, + <code>arm64-v8a</code>, <code>x86</code>, <code>x86_64</code>, and + <code>mips</code>. + </li> +</ul> + +<p> +An APK also contains the following files. Among them, +only <code>AndroidManifest.xml</code> is mandatory. +</p> + +<ul> + <li>{@code resources.arsc}: Contains compiled resources. This file contains + the XML content from all configurations of the <code>res/values/</code> + folder. The packaging tool extracts this XML content, compiles it to binary + form, and archives the content. This content includes language strings and + styles, as well as paths to content that is not included directly in the + <code>resources.arsc</code> file, such as layout files and images. + </li> + + <li>{@code classes.dex}: Contains the classes compiled in the DEX file format + understood by the Dalvik/ART virtual machine. + </li> + + <li>{@code AndroidManifest.xml}: Contains the core Android manifest file. + This file lists the name, version, access rights, and referenced library + files of the app. The file uses Android's binary XML format. + </li> +</ul> + +<h2 id="reduce-resources"> + Reduce Resource Count and Size +</h2> + +<p> + The size of your APK has an impact on how fast your app loads, how much + memory it uses, and how much power it consumes. One of the simple ways to + make your APK smaller is to reduce the number and size of the + resources it contains. In particular, you can remove resources + that your app no longer uses, and you can use scalable {@link + android.graphics.drawable.Drawable} objects in place of image files. This + section discusses these methods as well as several other ways that you can + reduce the resources in your app to decrease the overall size of your APK. +</p> + +<h3 id="remove-unused"> + Remove Unused Resources +</h3> + +<p> + The <a href="{@docRoot}studio/write/lint.html">{@code lint}</a> tool, a + static code analyzer included in Android Studio, detects resources in your + <code>res/</code> folder that your code doesn't reference. When the + <code>lint</code> tool discovers a potentially unused resource in your + project, it prints a message like the following example. +</p> + +<pre class="no-pretty-print"> +res/layout/preferences.xml: Warning: The resource R.layout.preferences appears + to be unused [UnusedResources] +</pre> +<p class="note"> + <strong>Note:</strong> The <code>lint</code> tool doesn't scan the {@code + assets/} folder, assets that are referenced via reflection, or library files + that you've linked to your app. Also, it doesn't remove resources; it only + alerts you to their presence. +</p> + +<p> + Libraries that you add to your code may include unused resources. Gradle can + automatically remove resources on your behalf if you enable <a href= + "{@docRoot}studio/build/shrink-code.html">{@code shrinkResources}</a> in + your app's <code>build.gradle</code> file. +</p> + +<pre class="prettyprint"> +android { + // Other settings + + buildTypes { + release { + minifyEnabled true + shrinkResources true + proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' + } + } +} +</pre> +<p> + To use {@code shrinkResources}, you must enable code shrinking. During the + build process, first <a href= + "{@docRoot}studio/build/shrink-code.html">ProGuard</a> removes unused code + but leaves unused resources. Then Gradle removes the unused resources. +</p> + +<p> + For more information about ProGuard and other ways + Android Studio helps you reduce APK size, see <a href= + "{@docRoot}studio/build/shrink-code.html">Shrink Your Code and Resources</a>. +</p> + +<p> + In Android Gradle Plugin 0.7 and higher, you can declare the configurations + that your app supports. Gradle passes this information to the build system + using the {@code resConfig} and {@code resConfigs} flavors and the + <code>defaultConfig</code> option. The build system then prevents resources + from other, unsupported configurations from appearing in the APK, reducing + the APK's size. For more information about this feature, see <a href= + "{@docRoot}studio/build/shrink-code.html#unused-alt-resources">Remove unused + alternative resources</a>. +</p> + +<h3 id="minimize"> + Minimize Resource Use from Libraries +</h3> + +<p> + When developing an Android app, you usually use external libraries to improve + your app's usability and versatility. For example, you might reference the + <a href="{@docRoot}topic/libraries/support-library/index.html">Android + Support Library</a> to improve the user experience on older devices, or you + could use <a class="external-link" href= + "https://developers.google.com/android/guides/overview">Google Play + Services</a> to retrieve automatic translations for text within your app. +</p> + +<p> + If a library was designed for a server or desktop, it can include many + objects and methods that your app doesn’t need. To include only the parts of + the library that your app needs, you can edit the library's files if the + license allows you to modify the library. You can also use an alternative, + mobile-friendly library to add specific functionality to your app. +</p> + +<p class="note"> + <strong>Note:</strong> <a href= + "{@docRoot}studio/build/shrink-code.html">ProGuard</a> can clean up some + unnecessary code imported with a library, but it can't remove a library's + large internal dependencies. +</p> + +<h3 id="support-densities"> + Support Only Specific Densities +</h3> + +<p> + Android supports a very large set of devices, encompassing a variety of + screen densities. In Android 4.4 (API level 19) and higher, the framework + supports various densities: <code>ldpi</code>, <code>mdpi</code>, + <code>tvdpi</code>, <code>hdpi,</code> <code>xhdpi</code>, + <code>xxhdpi</code> and <code>xxxhdpi</code>. Although Android supports all + these densities, you don't need to export your rasterized assets to each + density. +</p> + +<p> + If you know that only a small percentage of your users have devices with + specific densities, consider whether you need to bundle those densities into + your app. If you don't include resources for a specific screen density, + Android automatically scales existing resources originally designed for other + screen densities. +</p> + +<p> + If your app needs only scaled images, you can save even more space by having + a single variant of an image in <code>drawable-nodpi/</code>. We recommend + that every app include at least an <code>xxhdpi</code> image variant. +</p> + +<p> + For more information screen densities, see <a class="external-link" href= + "{@docRoot}about/dashboards/index.html#Screens">Screen Sizes and + Densities</a>. +</p> + +<h3 id="reduce-frames"> + Reduce Animation Frames +</h3> + +<p> + Frame-by-frame animations can drastically increase the size of your APK. + Figure 1 shows an example of a frame-by-frame animation separated into + multiple PNG files within a directory. Each image is one frame in the + animation. +</p> + +<p> + For each frame that you add to the animation, you increase the number of + images stored in the APK. In Figure 1, the image animates at 30 FPS within + the app. If the image animated at only 15 FPS instead, the animation would + require only half the number of needed frames. +</p> + +<figure id="fig-frame-animations"> + <img src="{@docRoot}images/training/performance/animation-frames.png" srcset= + "{@docRoot}images/training/performance/animation-frames.png 1x, {@docRoot}images/training/performance/animation-frames_2x.png 2x" + width="803" alt=""> + <figcaption> + <strong>Figure 1.</strong> Frame by frame animations stored as resources. + </figcaption> +</figure> + +<h3 id="use-drawables"> + Use Drawable Objects +</h3> + +<p> + Some images don't require a static image resource; the framework can + dynamically draw the image at runtime instead. {@link + android.graphics.drawable.Drawable} objects (<code><shape></code> in + XML) can take up a tiny amount of space in your APK. In addition, XML {@link + android.graphics.drawable.Drawable} objects produce monochromatic images + compliant with material design guidelines. +</p> + +<h3 id="reuse-resources"> + Reuse Resources +</h3> + +<p> + You can include a separate resource for variations of an image, such as + tinted, shaded, or rotated versions of the same image. We recommend, however, + that you reuse the same set of resources, customizing them as needed at + runtime. +</p> + +<p> + Android provides several utilities to change the color of an asset, either + using the {@code android:tint} and {@code tintMode} attributes on Android 5.0 + (API level 21) and higher. For lower versions of the platform, use the {@link + android.graphics.ColorFilter} class. +</p> +<p> + You can also omit resources that are only a rotated equivalent of another + resource. The following code snippet provides an example of turning an + "expand" arrow into a "collapse" arrow icon by simply rotating the original + image 180 degrees: +</p> + +<pre class="prettyprint"> +<?xml version="1.0" encoding="utf-8"?> +<rotate xmlns:android="http://schemas.android.com/apk/res/android" + android:drawable="@drawable/ic_arrow_expand" + android:fromDegrees="180" + android:pivotX="50%" + android:pivotY="50%" + android:toDegrees="180" /> +</pre> +<h3 id="render-code"> + Render From Code +</h3> + +<p> + You can also reduce your APK size by procedurally rendering your images. + Procedural rendering frees up space because you no longer store an image file + in your APK. +</p> + +<h3 id="crunch"> + Crunch PNG Files +</h3> + +<p> + The <code>aapt</code> tool can optimize the image resources placed in + <code>res/drawable/</code> with lossless compression during the build + process. For example, the <code>aapt</code> tool can convert a true-color PNG + that does not require more than 256 colors to an 8-bit PNG with a color + palette. Doing so results in an image of equal quality but a smaller memory + footprint. +</p> + +<p> + Keep in mind that the <code>aapt</code> has the following limitations: +</p> + +<ul> + <li>The <code>aapt</code> tool does not shrink PNG files contained in the + <code>asset/</code> folder. + </li> + + <li>Image files need to use 256 or fewer colors for the <code>aapt</code> + tool to optimize them. + </li> + + <li>The <code>aapt</code> tool may inflate PNG files that have already been + compressed. To prevent this, you can use the <code>cruncherEnabled</code> + flag in Gradle to disable this process for PNG files: + </li> +</ul> + +<pre class="prettyprint"> +aaptOptions { + cruncherEnabled = false +} +</pre> +<h3 id="compress"> + Compress PNG and JPEG Files +</h3> + +<p> + You can reduce PNG file sizes without losing image quality using tools like + <a class="external-link" href= + "http://pmt.sourceforge.net/pngcrush/">pngcrush</a>, <a class="external-link" + href="https://pngquant.org/">pngquant</a>, or <a class="external-link" href= + "https://github.com/google/zopfli">zopflipng</a>. All of these tools can + reduce PNG file size while preserving image quality. +</p> + +<p> + The {@code pngcrush} tool is particularly effective: This tool iterates over + PNG filters and zlib (Deflate) parameters, using each combination of filters + and parameters to compress the image. It then chooses the configuration that + yields the smallest compressed output. +</p> + +<p> + For JPEG files, you can use tools like <a class="external-link" href= + "http://www.elektronik.htw-aalen.de/packjpg/">packJPG</a> that compress JPEG + files into a more compact form. +</p> + +<h3 id="use-webp"> + Use WebP File Format +</h3> + +<p> + Instead of using PNG or JPEG files, you can also use the <a class= + "external-link" href="https://developers.google.com/speed/webp/">WebP</a> + file format for your images. The WebP format provides lossy compression (like + JPEG) as well as transparency (like PNG) but can provide better compression + than either JPEG or PNG. +</p> + +<p> + Using the WebP file format has a few notable drawbacks, however. First, + support for WebP is not available in versions of the platform lower than + Android 3.2 (API level 13). Second, it takes a longer amount of time for the + system to decode WebP than PNG files. +</p> + +<p class="note"> + <strong>Note:</strong> Google Play accepts APKs only if the included icons + use the PNG format. You can't use other file formats like JPEG or WebP for + app icons if you intend to publish your app through Google Play. +</p> + +<h3 id="vector"> + Use Vector Graphics +</h3> + +<p> + You can use vector graphics to create resolution-independent icons and other + scalable media. Using these graphics can greatly reduce your APK footprint. + Vector images are represented in Android as {@link + android.graphics.drawable.VectorDrawable} objects. With a {@link + android.graphics.drawable.VectorDrawable } object, a 100-byte file can + generate a sharp image the size of the screen. +</p> + +<p> + However, it takes a significant amount of time for the system to render each + {@link android.graphics.drawable.VectorDrawable} object, and larger images + take even longer to appear on the screen. Therefore, consider using these + vector graphics only when displaying small images. +</p> + +<p> + For more information on working with {@link + android.graphics.drawable.VectorDrawable } objects, see <a class= + "external-link" href="{@docRoot}training/material/drawables.html">Working + with Drawables</a>. +</p> + +<h2 id="reduce-code"> + Reduce Native and Java Code +</h2> + +<p> + There are several methods you can use to reduce the size of the Java and + native codebase in your app. +</p> + +<h3 id="remove-generated"> + Remove Unnecessary Generated Code +</h3> + +<p> + Make sure to understand the footprint of any code which is automatically + generated. For example, many protocol buffer tools generate an excessive + number of methods and classes, which can double or triple the size of your + app. +</p> + +<h3 id="remove-enums"> + Remove Enumerations +</h3> + +<p> + A single enum can add about 1.0 to 1.4 KB of size to your app's + <code>classes.dex</code> file. These additions can quickly accumulate for + complex systems or shared libraries. If possible, consider using the + <code>@IntDef</code> annotation and <a href= + "{@docRoot}studio/build/shrink-code.html">ProGuard</a> to strip enumerations + out and convert them to integers. This type conversion preserves all of the + type safety benefits of enums. +</p> + +<h3 id="reduce-binaries"> + Reduce the Size of Native Binaries +</h3> + +<p> + If your app uses native code and the Android NDK, you can also reduce the + size of your app by optimizing your code. Two useful techniques are + removing debug symbols and not extracting native libraries. +</p> + +<h4 id="remove-debug"> + Remove Debug Symbols +</h4> + +<p> + Using debug symbols makes sense if your application is in development and + still requires debugging. Use the <code>arm-eabi-strip</code> tool, provided + in the Android NDK, to remove unnecessary debug symbols from native + libraries. After that, you can compile your release build. +</p> + +<h4 id="extract-false"> + Avoid Extracting Native Libraries +</h4> + +<p> + Store {@code .so} files uncompressed in the APK, and set the {@code + android:extractNativeLibs} flag to false in the <a href= + "{@docRoot}guide/topics/manifest/application-element.html">{@code + <application>}</a> element of your app manifest. This will prevent + {@link android.content.pm.PackageManager} from copying out {@code .so} files + from the APK to the filesystem during installation and will have the added + benefit of making delta updates of your app smaller. +</p> + +<h2 id="multiple-apks"> + Maintain Multiple Lean APKs +</h2> + +<p> + Your APK can contain content that users download but never use, like regional + or language information. To create a minimal download for your users, you can + segment your app into several APKs, differentiated by factors such as screen + size or GPU texture support. +</p> + +<p> + When a user downloads your app, their device receives the correct APK based + on the device's features and settings. This way, devices don't receive assets + for features that the devices don't have. For example, if a user has a + <code>hdpi</code> device, they don’t need <code>xxxhdpi</code> resources that + you might include for devices with higher density displays. +</p> + +<p> + For more information, see <a href= + "{@docRoot}studio/build/configure-apk-splits.html">Configure APK Splits</a> + and <a class="external-link" href= + "{@docRoot}training/multiple-apks/index.html">Maintaining Multiple APKs</a>. +</p> |