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Modules provide a container for your app'ssource code, resource files, and app level settings, such as themodule-level build file and Android manifest file.Each module can be independently built, tested, and debugged.

Android Studio uses modules to make it easy to add new devices toyour project. By following a few simple steps in Android Studio,you can create a module to contain code that's specific to a device type,such as Wear OS or Android TV. Android Studio automaticallycreates module directories, such as source and resource directories, anda default build.gradle file appropriate for the device type.Also, Android Studio creates device modules with recommended build configurations,such as using the Leanback library for Android TV modules.

This page describes how to add a new module for a specific device.

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Android Studio also makes it easy to add a library orGoogle Cloud module to your project. For details on creating a library module,see Create aLibrary Module.

Create a new module

To add a new module to your project for a new device, proceed as follows:

  1. Click File >New >New Module.
  2. In the Create New Module window that appears, Android Studio offers the following device modules:
    • Phone & Tablet Module
    • Wear OS Module
    • Android TV Module
    • Glass Module
    Select the module for the device you want, and then click Next.
  3. In the Configure your new module form, enter the following details:
    • Application Name: This name is used as the title of your app launcher icon for the new module.
    • Module Name: This text is used as the name of the folder where your source code and resources files are visible.
    • Package Name: This is the Java namespace for the code in your module. It is added as the package attribute in the module's Android manifest file.
    • Minimum SDK: This setting indicates the lowest version of the Android platform that the app module supports. This value sets the minSdkVersion attribute in the build.gradle file, which you can edit later.

    Then click Next.

  4. Depending on which device module you selected, the following page displays a selection ofappropriate code templates you can select to use as your main activity. Click an activity templatewith which you want to start, and then click Next. If you don't need an activity,click Add No Activity, click Finish, and then you're done.
  5. If you chose an activity template, enter the settings for your activity on the Customizethe Activity page. Most templates ask for an Activity Name, LayoutName, Title, and Source Language, but each template has activity-specific settings. ClickFinish. When you create an app module with an activity template, you canimmediately run and test the module on your device.

Android Studio creates all the necessary files for the new module andsyncs the project with the new module gradle files. Adding a modulefor a new device also adds any required dependencies for the targetdevice to the module's build file.

Once the Gradle project sync completes, the new module appears inthe Project window on the left. If you don't see the new modulefolder, make sure the window is displaying the Android view.

Import a module

To import an existing module into your project, proceed as follows:

  1. Click File > New > Import Module.
  2. In the Source directory box, type or select the directory of the module(s) that you want to import:
    • If you are importing one module, indicate its root directory.
    • If you are importing multiple modules from a project, indicate the project folder. For each module inside the folder, a box appears and indicates the Source location and Module name. Make sure the Import box is checked for each module that you want to import.
    If your module(s) have other dependencies, they will be listed to import under Additional required modules.
  3. Type your desired module name(s) in the Module name field(s).
  4. Click Finish.

Once the module is imported, it appears in the Project window on the left.

Next steps

Once you've added a new module, you can modify the module code and resources,configure module build settings, and build the module. You can also run and debugthe module like any other app.

  • To learn about build settings for a module, seeThe Module-level Build File.
  • To build and run a specific module, seeSelect and build a different module.

You'll also want to add code and resources to properly support the newdevice. For more information about how to develop app modules for differentdevice types, see the corresponding documentation:

  • For Wear OS modules: Creating and Running a Wearable App
  • For Android TV modules: Get Started with TV Apps
  • For Glass modules: GDK Quick Start

As you develop your new module, you might create device independent code that is alreadyduplicated in a different app module. Instead of maintaining duplicate code, consider movingthe shared code to a library module and adding the library as a dependency to your app modules.For more information on creating a library module and adding it as a dependency, seeCreate an Android Library.

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This section describes how to set up your local work environment to build the Android source files. You must use Linux or macOS; building under Windows is not currently supported.

For an overview of the entire code-review and code-update process, see Life of a Patch.

Note: All commands in this site are preceded by a dollar sign ($) to differentiate them from output or entries within files. You may use the Click to copy feature at the top right of each command box to copy all lines without the dollar signs or triple-click each line to copy it individually without the dollar sign.Https

Choosing a branch

Some requirements for the build environment are determined by the version of the source code that you plan to compile. For a full list of available branches, see Build Numbers. You can also choose to download and build the latest source code (called master), in which case you simply omit the branch specification when you initialize the repository.

After selecting a branch, follow the appropriate instructions below to set up your build environment.

Setting up a Linux buildenvironment

These instructions apply to all branches, including master.

The Android build is routinely tested in house on Ubuntu LTS (14.04) and Debian testing. Most other distributions should have the required build tools available.

For Gingerbread (2.3.x) and higher versions, including the master branch, a 64-bit environment is required. Older versions can be compiled on 32-bit systems.

Note: See Requirements for the complete list of hardware and software requirements, then follow the detailed instructions for Ubuntu and macOS below.

Installing required packages(Ubuntu 18.04)

You need a 64-bit version of Ubuntu.

Installing required packages(Ubuntu 14.04)

You need a 64-bit version of Ubuntu (14.04 is recommended).

Note: To use SELinux tools for policy analysis, also install the Htmlpython-networkx package.Note: If you're using LDAP and want to run ART host tests, also install the libnss-sss:i386 package.

Installing required packages (Ubuntu 12.04)

You may use Ubuntu 12.04 to build older versions of Android. Version 12.04 isn't supported on master or recent releases.

Installing required packages (Ubuntu 10.04-11.10)

Building on Ubuntu 10.04-11.10 is no longer supported, but may be useful for building older releases of AOSP.

On Ubuntu 10.10:

On Ubuntu 11.10:

Configuring USB access

Install a community-maintained default set of udev rules for all Android devices by following the instructions to Set up a device for development.

Using a separate outputdirectory

By default, the output of each build is stored in the out/ subdirectory of the matching source tree.

On some machines with multiple storage devices, builds are faster when storing the source files and the output on separate volumes. For additional performance, the output can be stored on a file system optimized for speed instead of crash robustness, because all files can be regenerated if the file system is corrupted.

To set this up, export the OUT_DIR_COMMON_BASE variable to point to the location where your output directories will be stored.

The output directory for each separate source tree is named after the directory holding the source tree. For instance, if you have source trees /source/master1 and /source/master2 and if OUT_DIR_COMMON_BASE is set to /output, the output directories are /output/master1 and /output/master2.

Avoid having multiple source trees stored in directories that have the same name, as the source trees would end up sharing an output directory, with unpredictable results. This is only supported on Jelly Bean (4.1) and higher, including the master branch.

Setting up a macOS build environment

In a default installation, macOS runs on a case-preserving but case-insensitive file system. This type of file system isn't supported by Git and causes some Git commands (such as git status) to behave abnormally. Because of this, we recommend that you always work with the AOSP source files on a case-sensitive file system. This can be done fairly easily using a disk image, discussed below.

When the proper file system is available, building the master branch in a modern macOS environment is straightforward. Earlier branches require some additional tools and SDKs.

Creating a case-sensitive diskimage

You can create a case-sensitive file system within your existing macOS environment using a disk image. To create the image, launch Disk Utility and select New Image. A size of 250 GB is the minimum to complete the build; more space is best for future growth. Using sparse images saves space while allowing growth as needed. Select case sensitive, journaled as the volume format.

You can also create the file system from a shell with the following command:

This creates a .dmg.sparseimage file which, when mounted, acts as a drive with the required formatting for Android development.

If you need a larger volume later, you can resize the sparse image with the following command:

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For a disk image named android.dmg.sparseimage stored in your home directory, you can add helper functions to ~/.bash_profile:

  • To mount the image when you execute mountAndroid:
  • To unmount it when you execute umountAndroid:

After you've mounted the android volume, you do all your work there. You can eject it (unmount it) just as you would an external drive.

Installing Xcode and other packages

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  1. Install the Xcode command line tools: For older versions of macOS (10.8 or lower), you must install Xcode from the Apple developer site. If you aren't registered as an Apple developer, you must create an Apple ID to download.
  2. Install either MacPorts or Homebrew for package management.
  3. Ensure that the associated directory is in your path within your ~/.bash_profile file:
    1. MacPorts - /opt/local/bin must appear before/usr/bin:
    2. Homebrew - /usr/local/bin:
    3. For MacPorts, issue:
    4. For Homebrew, issue:

    Setting a file descriptor limit

    On macOS, the default limit on the number of simultaneous open file descriptors is too low and a highly parallel build process may exceed this limit. To increase the cap, add the following lines to your ~/.bash_profile:

    Next: Download the source

    Your build environment is good to go! Proceed to downloading the source.