ChromeOS 裝置對應用程式的支援
透過集合功能整理內容
你可以依據偏好儲存及分類內容。
您可以使用 Google Play 商店,在多個 Google 產品中
Chromebook。本文件介紹 Chromebook、Chromebox 和
可安裝 Android 應用程式的 Chromebase。
總覽
大多數 Android 手機都配備 ARM 晶片組。不過,許多 ChromeOS 裝置都使用 x86 晶片。
這點與使用 Kotlin 或 Java 編寫的基本應用程式無關。
不過,如果是使用原生程式碼編寫的應用程式,包括使用遊戲建立的應用程式
因此裝置上的晶片組可能是重要問題。
理想情況下,所有具備原生程式碼的應用程式和遊戲,都會同時搭載四大 Android 系統
ABI (應用程式二進位檔介面):
armeabi-v7a (arm32)、arm64-v8a (arm64)、x86 (x86_32) 和 x86_64。以獲得最佳成效
以及每部裝置最低耗電量例如,以 CMake 為基礎的 build.gradle
檔案可能包含:
Groovy
externalNativeBuild {
cmake {
abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
}
}
Kotlin
externalNativeBuild {
cmake {
abiFilters("armeabi-v7a", "arm64-v8a", "x86", "x86_64")
}
}
Android 應用程式套件 (APK) 大小
單體式 APK 中的每個 ABI 都會增加大小。這可能會影響
使用者的磁碟用量、應用程式下載大小,以及應用程式是否受到影響
根據 Play 商店的大小上限而定避免這種情況的最佳方式就是
Android App Bundle。
應用程式套件
可讓您輕鬆從 Android Studio 中整合全部四個 ABI,不必增加
下載大小也能讓您輕鬆使用 Dynamic Delivery、
讓使用者只在收到要求時下載大型遊戲內容。如果無法使用應用程式套件
可以使用舊版多重 APK
並採取類似的行為
32 位元和 64 位元版本
所有 Android 應用程式都必須提供 64 位元版本。32 位元版本適用於 ARM 和
x86 裝置。請參閱 Android 64 位元版本
說明文件階段。
雖然只提供 64 位元版本,但可減少所需的建構目標數,以及
測試途徑也會限制可執行遊戲的裝置種類。
適用對象
舉例來說,由於其他硬體限制,許多舊款 Chromebook 只能執行 32 位元 Android 系統
也能使用 64 位元 CPU為確保應用程式能在這些裝置上運作,請納入
兩者都支援 32 位元和 64 位元
ARM 轉譯
x86 Chromebook 會盡可能翻譯 ARM 代碼
翻譯會降低效能並增加電池用量。有助最佳使用者
提供 x86 版本如果無法,則請將 arm32 和 arm64 ABI 加入到
因為部分 x86 Chromebook 可能無法轉譯 arm64 程式碼
雖然所有支援 Android 的 Chromebook 都適用 arm32 翻譯,但並非所有 Chromebook 都能使用
就能翻譯 arm64 程式碼也就是說,如果遊戲只有 arm64 版本目標,
但不適用於大量 ChromeOS 裝置。如果無法出貨
x86 二進位檔,包括 arm32 和 arm64 ABI。
包含的 ABI |
支援 ChromeOS |
arm64 |
欠佳 |
arm32 和 arm64 |
確定 (含翻譯) |
arm32、 arm64、x86_32 和 x86_64 |
最佳 |
這個頁面中的內容和程式碼範例均受《內容授權》中的授權所規範。Java 與 OpenJDK 是 Oracle 和/或其關係企業的商標或註冊商標。
上次更新時間:2025-07-27 (世界標準時間)。
[[["容易理解","easyToUnderstand","thumb-up"],["確實解決了我的問題","solvedMyProblem","thumb-up"],["其他","otherUp","thumb-up"]],[["缺少我需要的資訊","missingTheInformationINeed","thumb-down"],["過於複雜/步驟過多","tooComplicatedTooManySteps","thumb-down"],["過時","outOfDate","thumb-down"],["翻譯問題","translationIssue","thumb-down"],["示例/程式碼問題","samplesCodeIssue","thumb-down"],["其他","otherDown","thumb-down"]],["上次更新時間:2025-07-27 (世界標準時間)。"],[],[],null,["# ChromeOS device support for apps\n\nYou can use the Google Play Store to install Android apps on several Google\nChromebooks. This document describes the Chromebooks, Chromeboxes, and\nChromebases on which you can install Android apps.\n\nOverview\n--------\n\n\nMost Android phones have ARM chipsets. However, many ChromeOS devices use x86 chips.\nThe difference is not important for basic apps written in Kotlin or Java.\nHowever, for apps written in native code, including those created with game\nengines, the chipset in the device can be an important concern.\n\n\nIdeally, all apps and games with native code ship with all four major Android\n[ABIs (Application Binary Interfaces)](https://developer.android.com/ndk/guides/abis):\narmeabi-v7a (arm32), arm64-v8a (arm64), x86 (x86_32), and x86_64. This provides the best performance\nand lowest battery consumption for each device. For example, a cmake-based `build.gradle`\nfile might contain: \n\n### Groovy\n\n```groovy\nexternalNativeBuild {\n cmake {\n abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'\n }\n}\n```\n\n### Kotlin\n\n```kotlin\nexternalNativeBuild {\n cmake {\n abiFilters(\"armeabi-v7a\", \"arm64-v8a\", \"x86\", \"x86_64\")\n }\n}\n```\n\nAndroid Package Kit (APK) size\n------------------------------\n\n\nEach ABI in a monolithic APK increases its size. This can affect\nyour users' disk usage, the app download size, and whether the app is affected\nby the Play Store size limits. The best way to avoid this is to use\n[Android App Bundles](https://developer.android.com/guide/app-bundle).\n\n\nApp Bundles\nlet you easily bundle all four ABIs from within Android Studio without increasing the\ndownload size for your users. They also make it easy to take advantage of [Dynamic Delivery](https://developer.android.com/guide/app-bundle/dynamic-delivery),\nletting users download large game content only when requested. If App Bundles are not a possibility\nfor you, you can use the older [multi-APK](https://developer.android.com/google/play/publishing/multiple-apks) for\nsimilar behaviour.\n\n32-bit and 64-bit builds\n------------------------\n\n\nAll Android apps must provide a 64-bit build version. A 32-bit build is optional for both ARM and\nx86 devices. See the [Android 64-bit\ndocumentation](https://developer.android.com/distribute/best-practices/develop/64-bit) for more information.\n\n\nWhile only providing 64-bit builds reduces the number of build targets needed and your\ntesting surface, it also limits the kinds of devices that can run your game.\nFor\nexample, due to other hardware limitations, many older Chromebooks can only run 32-bit Android\napps, despite having 64-bit CPUs. To ensure your app can run on these devices, include\nboth 32 and 64-bit support.\n\nARM translation\n---------------\n\n\nx86 Chromebooks try to translate ARM code whenever possible, but\ntranslation slows performance and increases battery usage. For the best user\nexperience, provide x86 builds. If you can't, then include both arm32 and arm64 ABIs in\nyour builds, because some x86 Chromebooks might not translate arm64 code.\n\n\nAlthough arm32 translation is available on all Android-capable Chromebooks, not all Chromebooks\ncan translate arm64 code. This means that if your game only has arm64 build targets,\nit isn't available for a large number of ChromeOS devices. If you are unable to ship\nx86 binaries, include both arm32 and arm64 ABIs in your builds.\n\n| Included ABIs | Support for ChromeOS |\n|----------------------------------|-----------------------|\n| arm64 | Poor |\n| arm32 and arm64 | OK (with translation) |\n| arm32, arm64, x86_32, and x86_64 | Best |"]]