Android build release app

Публикация приложения

Создание подписанного apk

После создания приложения, его тестирования и отладки мы можем приступить к его публикации. Суть публикации заключается в создании файла с расширением .apk, которое будет представлять приложение, и его последующее размещение в Google Play Market или на других внешних сайтах. По умолчанию в процессе отладки и создания приложения файл apk уже создается, и мы можем его найти в папке проекта по пути Название_проекта\app\build\outputs\apk. По умолчанию файл называется app-debug.apk и представляет debug-версию.

Но для полноценно публикации данного файла может оказаться недостаточно. И нам еще дополнительно надо произвести некоторую подготовку проекта к релизу. Для это следует указать в файле манифеста у элемента установлены атрибуты android:versionCode и android:versionName . Также в файле манифеста элемент не должен содержать атрибута android:debuggable

Кроме того, на этом этапе можно установить иконку для приложения, которая будет отображаться на рабочем экране гаджета, название приложения (атрибут android:label у элемента), а также можно задать лицензионное соглашение.

В файле манифеста также следует определить название пакета (атрибут package элемента ), которое будет использоваться для приложения в дальнейшем. По умолчанию при разработке в Android Studio пакеты приложений начинаются с com.example. Не стоит оставлять данное название, так как название пакета будет служить уникальным идентификатором вашего приложения. Например, ниже в моем случае названием пакета служит «com.maverics.eugene.telephonelist»:

При этом если в файлах кода java название пакета в начале файла также должно соответствовать пакету приложения.

Установка требований

На этапе подготовки к релизу также можно установить требования к API. Например, наше приложение имеет определеную минимальную версию ОС Android, поэтому мы можем установить в файле манифеста соответствующие атрибуты у элемента

android:minSdkVersion — минимальная версия Android

android:targetSdkVersion — оптимальная версия API

android:maxSdkVersion — максимальная версия системы

Например, пусть минимальная версия Jelly Beans 4.1.2, а оптимальная KitKat 4.4.4:

Подпись приложения

Когда все уже готово, приложение для Android должно быть подписано сертификатом, благодаря которому можно идентифицировать автора приложения. Когда мы тестируем приложение, устанавливая его через Android Studio на устройство, то оно подписывается автоматически. Но для создания релиз-версии нам надо произвести дополнительно ряд действий.

При создании сертификата следует помнить, что при обновлении приложения система будет сравнивать сертификаты старой и новой версии. И обновление будет происходить, если сертификаты обоих версий совпадут. Но если новая версия будет подписана новым сертификатом, то приложение будет расцениваться как совершенно новое, никак не связанное со старой версией и представляющее совершенно другое приложение. В этом случае чтобы его установить, новая версия должна будет иметь другой название пакета, нежели старая.

Во-первых, в Android Studio выберем в меню пункт Build -> Generate Signed APK . После этого нам откроется окно мастера:

Нажмем на кнопку Create new. . После этого нам откроется окно создания ключа:

Введем в поле Key store path путь к файлу сетификата, который будет создан. Если указанной папки не существует, то ее надо создать или определить существующую папку.

В поле Password/Confirm указываем пароль.

В поле Alias указываем псевдоним. Можно поставить произвольное название.

В поле First and Last Name вписываем имя и фамилию. И далее пишим подразделение, организацию, город, страну и код страны.

В конце нажимаем OK.

После этого автоматически обновится первое окошко:

Далее нажмем на кнопку Next:

Финальное окно покажет нам путь к каталогу, где будет находиться подписанное приложение apk в release-версии. Нажмем на Finish.

Теперь по указанному пути можно будет найти подписанный apk, который будет иметь название app-release.apk:

Мы можем переименовать файл, сохранив его расширение и выложить в Play Market или на любой сайт или сразу загрузить на мобильное устройство. После загрузки на телефон/планшет достоточно нажать на него, и с помощью стандартного установщика пакетов приложение будет установлено. Правда, здесь также надо учитывать, что если мы устанавливаем приложение не из Play Market, то в настройках надо разрешить установку из других источниках — Безопасность->Неизвестные источники (Разрешить установку приложений из других источников)

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Build and release an Android app

During a typical development cycle, you test an app using flutter run at the command line, or by using the Run and Debug options in your IDE. By default, Flutter builds a debug version of your app.

When you’re ready to prepare a release version of your app, for example to publish to the Google Play Store, this page can help. Before publishing, you might want to put some finishing touches on your app. This page covers the following topics:

Note: Throughout this page, [project] refers to the directory that your application is in. While following these instructions, substitute [project] with your app’s directory.

Adding a launcher icon

When a new Flutter app is created, it has a default launcher icon. To customize this icon, you might want to check out the flutter_launcher_icons package.

Alternatively, you can do it manually using the following steps:

Review the Material Design product icons guidelines for icon design.

In the [project]/android/app/src/main/res/ directory, place your icon files in folders named using configuration qualifiers. The default mipmap- folders demonstrate the correct naming convention.

In AndroidManifest.xml , update the application tag’s android:icon attribute to reference icons from the previous step (for example, ).

To verify that the icon has been replaced, run your app and inspect the app icon in the Launcher.

Enabling Material Components

If your app uses Platform Views, you may want to enable Material Components by following the steps described in the Getting Started guide for Android.

  1. Add the dependency on Android’s Material in /android/app/build.gradle :

To find out the latest version, visit Google Maven.

  1. Set the light theme in /android/app/src/main/res/values/styles.xml :
  1. Set the dark theme in /android/app/src/main/res/values-night/styles.xml

Signing the app

To publish on the Play Store, you need to give your app a digital signature. Use the following instructions to sign your app.

On Android, there are two signing keys: deployment and upload. The end-users download the .apk signed with the ‘deployment key’. An ‘upload key’ is used to authenticate the .aab / .apk uploaded by developers onto the Play Store and is re-signed with the deployment key once in the Play Store.

  • It’s highly recommended to use the automatic cloud managed signing for the deployment key. For more information, see the official Play Store documentation.

Create an upload keystore

If you have an existing keystore, skip to the next step. If not, create one by either:

Running the following at the command line:

On Mac/Linux, use the following command:

On Windows, use the following command:

This command stores the upload-keystore.jks file in your home directory. If you want to store it elsewhere, change the argument you pass to the -keystore parameter. However, keep the keystore file private; don’t check it into public source control!

Note:

The keytool command might not be in your path—it’s part of Java, which is installed as part of Android Studio. For the concrete path, run flutter doctor -v and locate the path printed after ‘Java binary at:’. Then use that fully qualified path replacing java (at the end) with keytool . If your path includes space-separated names, such as Program Files , use platform-appropriate notation for the names. For example, on Mac/Linux use Program\ Files , and on Windows use «Program Files» .

The -storetype JKS tag is only required for Java 9 or newer. As of the Java 9 release, the keystore type defaults to PKS12.

Reference the keystore from the app

Create a file named [project]/android/key.properties that contains a reference to your keystore:

Warning: Keep the key.properties file private; don’t check it into public source control.

Configure signing in gradle

Configure gradle to use your upload key when building your app in release mode by editing the [project]/android/app/build.gradle file.

Add the keystore information from your properties file before the android block:

Load the key.properties file into the keystoreProperties object.

Find the buildTypes block:

And replace it with the following signing configuration info:

Release builds of your app will now be signed automatically.

Note: You may need to run flutter clean after changing the gradle file. This prevents cached builds from affecting the signing process.

For more information on signing your app, see Sign your app on developer.android.com.

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Shrinking your code with R8

R8 is the new code shrinker from Google, and it’s enabled by default when you build a release APK or AAB. To disable R8, pass the —no-shrink flag to flutter build apk or flutter build appbundle .

Note: Obfuscation and minification can considerably extend compile time of the Android application.

Enabling multidex support

When writing large apps or making use of large plugins, you may encounter Android’s dex limit of 64k methods when targeting a minimum API of 20 or below. This may also be encountered when running debug versions of your app via flutter run that does not have shrinking enabled.

Flutter tool supports easily enabling multidex. The simplest way is to opt into multidex support when prompted. The tool detects multidex build errors and will ask before making changes to your Android project. Opting in allows Flutter to automatically depend on androidx.multidex:multidex and use a generated FlutterMultiDexApplication as the project’s application.

Note: Multidex support is natively included when targeting min sdk 21+.

You might also choose to manually support multidex by following Android’s guides and modifying your project’s Android directory configuration. A multidex keep file must be specified to include:

Also, include any other classes used in app startup. See the official Android documentation for more detailed guidance on adding multidex support manually.

Reviewing the app manifest

Review the default App Manifest file, AndroidManifest.xml , located in [project]/android/app/src/main and verify that the values are correct, especially the following:

application Edit the android:label in the application tag to reflect the final name of the app. uses-permission Add the android.permission.INTERNET permission if your application code needs Internet access. The standard template does not include this tag but allows Internet access during development to enable communication between Flutter tools and a running app.

Reviewing the build configuration

Review the default Gradle build file, build.gradle , located in [project]/android/app and verify the values are correct, especially the following values in the defaultConfig block:

applicationId Specify the final, unique (Application Id)appid versionCode & versionName Specify the internal app version number, and the version number display string. You can do this by setting the version property in the pubspec.yaml file. Consult the version information guidance in the versions documentation. minSdkVersion , compilesdkVersion , & targetSdkVersion Specify the minimum API level, the API level on which the app was compiled, and the maximum API level on which the app is designed to run. Consult the API level section in the versions documentation for details. buildToolsVersion Specify the version of Android SDK Build Tools that your app uses. Alternatively, you can use the Android Gradle Plugin in Android Studio, which will automatically import the minimum required Build Tools for your app without the need for this property.

Building the app for release

You have two possible release formats when publishing to the Play Store.

Note: The Google Play Store prefers the app bundle format. For more information, see Android App Bundle and About Android App Bundles.

Warning: Recently, the Flutter team has received several reports from developers indicating they are experiencing app crashes on certain devices on Android 6.0. If you are targeting Android 6.0, use the following steps:

If you build an App Bundle Edit android/gradle.properties and add the flag: android.bundle.enableUncompressedNativeLibs=false .

If you build an APK Make sure android/app/src/AndroidManifest.xml doesn’t set android:extractNativeLibs=false in the tag.

For more information, see the public issue.

Build an app bundle

This section describes how to build a release app bundle. If you completed the signing steps, the app bundle will be signed. At this point, you might consider obfuscating your Dart code to make it more difficult to reverse engineer. Obfuscating your code involves adding a couple flags to your build command, and maintaining additional files to de-obfuscate stack traces.

From the command line:

  1. Enter cd [project]
  2. Run flutter build appbundle
    (Running flutter build defaults to a release build.)

The release bundle for your app is created at [project]/build/app/outputs/bundle/release/app.aab .

By default, the app bundle contains your Dart code and the Flutter runtime compiled for armeabi-v7a (ARM 32-bit), arm64-v8a (ARM 64-bit), and x86-64 (x86 64-bit).

Test the app bundle

An app bundle can be tested in multiple ways—this section describes two.

Offline using the bundle tool

  1. If you haven’t done so already, download bundletool from the GitHub repository.
  2. Generate a set of APKs from your app bundle.
  3. Deploy the APKs to connected devices.
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Online using Google Play

  1. Upload your bundle to Google Play to test it. You can use the internal test track, or the alpha or beta channels to test the bundle before releasing it in production.
  2. Follow these steps to upload your bundle to the Play Store.

Build an APK

Although app bundles are preferred over APKs, there are stores that don’t yet support app bundles. In this case, build a release APK for each target ABI (Application Binary Interface).

If you completed the signing steps, the APK will be signed. At this point, you might consider obfuscating your Dart code to make it more difficult to reverse engineer. Obfuscating your code involves adding a couple flags to your build command.

From the command line:

  1. Enter cd [project]
  2. Run flutter build apk —split-per-abi
    (The flutter build command defaults to —release .)

This command results in three APK files:

  • [project]/build/app/outputs/apk/release/app-armeabi-v7a-release.apk
  • [project]/build/app/outputs/apk/release/app-arm64-v8a-release.apk
  • [project]/build/app/outputs/apk/release/app-x86_64-release.apk

Removing the —split-per-abi flag results in a fat APK that contains your code compiled for all the target ABIs. Such APKs are larger in size than their split counterparts, causing the user to download native binaries that are not applicable to their device’s architecture.

Install an APK on a device

Follow these steps to install the APK on a connected Android device.

From the command line:

  1. Connect your Android device to your computer with a USB cable.
  2. Enter cd [project] .
  3. Run flutter install .

Publishing to the Google Play Store

For detailed instructions on publishing your app to the Google Play Store, see the Google Play launch documentation.

Updating the app’s version number

The default version number of the app is 1.0.0 . To update it, navigate to the pubspec.yaml file and update the following line:

The version number is three numbers separated by dots, such as 1.0.0 in the example above, followed by an optional build number such as 1 in the example above, separated by a + .

Both the version and the build number may be overridden in Flutter’s build by specifying —build-name and —build-number , respectively.

In Android, build-name is used as versionName while build-number used as versionCode . For more information, see Version your app in the Android documentation.

After updating the version number in the pubspec file, run flutter pub get from the top of the project, or use the Pub get button in your IDE. This updates the versionName and versionCode in the local.properties file, which are later updated in the build.gradle file when you rebuild the Flutter app.

Android release FAQ

Here are some commonly asked questions about deployment for Android apps.

When should I build app bundles versus APKs?

The Google Play Store recommends that you deploy app bundles over APKs because they allow a more efficient delivery of the application to your users. However, if you’re distributing your application by means other than the Play Store, an APK may be your only option.

What is a fat APK?

A fat APK is a single APK that contains binaries for multiple ABIs embedded within it. This has the benefit that the single APK runs on multiple architectures and thus has wider compatibility, but it has the drawback that its file size is much larger, causing users to download and store more bytes when installing your application. When building APKs instead of app bundles, it is strongly recommended to build split APKs, as described in build an APK using the —split-per-abi flag.

What are the supported target architectures?

When building your application in release mode, Flutter apps can be compiled for armeabi-v7a (ARM 32-bit), arm64-v8a (ARM 64-bit), and x86-64 (x86 64-bit). Flutter does not currently support building for x86 Android (See Issue 9253).

How do I sign the app bundle created by flutter build appbundle ?

How do I build a release from within Android Studio?

In Android Studio, open the existing android/ folder under your app’s folder. Then, select build.gradle (Module: app) in the project panel:

Next, select the build variant. Click Build > Select Build Variant in the main menu. Select any of the variants in the Build Variants panel (debug is the default):

The resulting app bundle or APK files are located in build/app/outputs within your app’s folder.

Except as otherwise noted, this work is licensed under a Creative Commons Attribution 4.0 International License, and code samples are licensed under the BSD License.

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