posted by
chromas
on Wednesday January 16 2019, @07:42AM
from the more-bits,-more-power,-more-fun dept.
from the more-bits,-more-power,-more-fun dept.
Google details upcoming 64-bit requirement for Android apps on the Play Store
In late 2017, Google began alerting Android app developers about a 64-bit support requirement for the Play Store. The policy comes into effect this August, and Google today is providing more details about the transition.
Android has supported 64-bit CPUs since 5.0 Lollipop, and the Play Store in 2017 announced that apps using native code must provide a 64-bit version in light of future chips that only support 64-bit code.
In August 2019, the Play Console will require that all new apps and updates that include native code provide 64-bit versions. Google is not removing 32-bit support with continued Play functionality in the future.
This discussion has been archived.
No new comments can be posted.
Play Store Android Apps Must Have 64-Bit Versions by August 2019
|
Log In/Create an Account
| Top
| 7 comments
| Search Discussion
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
(1)
(1)
(Score: 2) by driverless on Wednesday January 16 2019, @12:02PM (4 children)
Given that Android apps are JIT/AOT-compiled into native code on running/installing, how can an app not be 64-bit ready? They're turned into a 32-bit or 64-bit app as required by the runtime environment.
(Score: 4, Informative) by c0lo on Wednesday January 16 2019, @12:10PM
A good number of games are release as native code, with only the layer expected by the Android (activities, intents or whatever they are named) presented as Java bytecode; those are calling (via JNI) into the main, native compiled, code. Can't be otherwise if you really want performance in your 3D rendering.
https://www.youtube.com/watch?v=aoFiw2jMy-0 https://soylentnews.org/~MichaelDavidCrawford
(Score: 0) by Anonymous Coward on Wednesday January 16 2019, @01:13PM (2 children)
Except for web-based trash, most android "app"s are likely written in another language for portability.
(Score: 0) by Anonymous Coward on Wednesday January 16 2019, @05:54PM (1 child)
Ignorance is strong here.... Java != Javascript.
(Score: 2) by Pino P on Wednesday January 16 2019, @07:29PM
What ignorance? I'm aware of three categories of application on Android:
- Apps written mostly in Java, which are run in a JIT engine
- Apps written mostly in JavaScript, which are run in a different JIT engine (V8 as part of Android System WebView)
- Apps written mostly in native code, which must be 64-bit by the deadline
(Score: 2) by Pino P on Wednesday January 16 2019, @08:33PM (1 child)
From "Get your apps ready for the 64-bit requirement" [googleblog.com]:
From "Ensure that your app supports 64-bit devices" [android.com]:
It turns out that the Cortex-A7 processor in my phone does not support 64-bit software. The phrasing "other flagship devices" seems to imply that currently, only the most expensive devices support 64-bit code. Assuming this is the case, did Google intend to exclude hobbyists and other users of budget devices from developing for Android with Google Play? If so, how does it benefit Google not to cater to hobbyist developers? If not, now that Google has left the midrange (Nexus) behind in favor of premium devices (Pixel), which Android device is recommended for 64-bit unit, integration, and acceptance testing?
(Score: 2) by axsdenied on Thursday January 17 2019, @04:30AM
Nope, there are non-flagship 64-bit devices. For example, Motorola G6 Plus is 64-bit and costs about US$250. Or the emulator is free if you don't want to spend anything.
And to your question which device to use for testing... probably it does not matter much, you can just use the emulator if you want.
The main point was that some apps do not work on some phones as they do not support 64-bits.