Author Archives: Android Developers

Android Developer Story: Zalando increases installs and revenue by focusing on app quality

Posted by Adriana Puchianu

Based in Berlin, Zalando is Europe's leading online fashion platform. With more than 70% of its traffic now coming from mobile, the company has invested a lot in improving the quality of its app to provide a good user experience. Investing in bridging the online and the offline worlds, as well as providing a seamless cross-platform experience, has had positive results on their user engagement and revenue. Using features like A/B testing, the pre-launch report and the new release dashboard from the Google Play Console, Zalando saw a 6% increase in installs and a 15% increase in the users' lifetime value.

Watch Rushil Dave, Senior Product Specialist and Meritxell Rivera, Android Developer discuss how the company has improved user experience and key revenue and engagement metrics by investing in app quality for their Zalando app.

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Updates to Google Play policy promote standalone Android Wear apps

Posted by Hoi Lam, Lead Developer Advocate, Android Wear
Strava - a standalone wear app available to both Android and iOS users

Android Wear 2.0 represents the the latest evolution of the Android Wear platform. It introduced the concept of standalone apps that can connect to the network directly and work independently of a smartphone. This is critical to providing apps not only to our Android users, but also iOS users - which is increasingly important as we continue to expand our diverse ecosystem of watches and users. In addition, Wear 2.0 brought multi-APK support to Wear apps, which reduces the APK size of your phone apps, and makes it possible for iOS users to experience your Wear apps.

Today, we are announcing that multi-APKs will also work for Android Wear 1.0 watches, so you can now reach all of your users without needing to bundle your Wear app within your phone app's APK. Additionally, the Google Play Store policy will change to promote the use of multi-APKs and standalone apps. This covers all types of apps that are designed to run on the watch, including watch faces, complication data providers as well as launchable apps.

Policy change

The policy change will be effective from the 18th of January, 2018. At this time, the following apps will lose the "Enhanced for Android Wear" badge in the Google Play Store and will not be eligible to be listed in the top charts in the Play Store for Android Wear:

  • Mobile apps that support Wear notification enhancements but do not have a separate Wear app.
  • Wear apps that are bundled with mobile apps instead of using multi-APK.

Since multi-APK is now supported by devices running Wear 1.0 and 2.0, developers embedding their Wear app APKs in phone APKs should unbundle their Wear APK and upload it to the Play Store as a multi-APK. This will allow them to continue to qualify for the "Enhanced for Android Wear" badge as well as be eligible to appear in the Android Wear top charts. The two APKs can continue to share the same package name.

In addition to providing top app charts, we periodically put together curated featured collections. To be eligible for selection for these collections, developers will need to make their Wear apps function independently from the phone, as a standalone app. These apps will need to work on watches that are paired with both iOS and Android phones.

What are standalone apps?

Standalone apps are Wear apps that do not require a phone app to run. The app either does not require network access or can access the network directly without the phone app - something that is supported by Android Wear 2.0.

To mark your app as standalone, put the following meta-data tag in the AndroidManifest.xml:

<application>
...
  <meta-data
    android:name="com.google.android.wearable.standalone"
    android:value="true" />
...
</application>

In some rare cases, the user experience may be enhanced by the syncing of data between the phone and watch. For example, a cycling app can use the watch to display the current pace, and measure the user's heart rate, while displaying a map on the phone. In this scenario, we recommend that developers ensure that their Wear apps function without a phone and treat the phone experience as optional as far as the Wear apps are concerned. In these cases, a Wear app is still considered standalone and should be marked as such in its AndroidManifest.xml file.

Wear what you want

From the beginning, Android Wear has been about wear what you want -- the styles, watches, and apps you want to wear. This latest policy change lets you highlight your Android Wear apps, giving users even more choice about what apps they want on their watches.

Hardening the Kernel in Android Oreo

Posted by Sami Tolvanen, Senior Software Engineer, Android Security

The hardening of Android's userspace has increasingly made the underlying Linux kernel a more attractive target to attackers. As a result, more than a third of Android security bugs were found in the kernel last year. In Android 8.0 (Oreo), significant effort has gone into hardening the kernel to reduce the number and impact of security bugs.

Android Nougat worked to protect the kernel by isolating it from userspace processes with the addition of SELinux ioctl filtering and requiring seccomp-bpf support, which allows apps to filter access to available system calls when processing untrusted input. Android 8.0 focuses on kernel self-protection with four security-hardening features backported from upstream Linux to all Android kernels supported in devices that first ship with this release.

Hardened usercopy

Usercopy functions are used by the kernel to transfer data from user space to kernel space memory and back again. Since 2014, missing or invalid bounds checking has caused about 45% of Android's kernel vulnerabilities. Hardened usercopy adds bounds checking to usercopy functions, which helps developers spot misuse and fix bugs in their code. Also, if obscure driver bugs slip through, hardening these functions prevents the exploitation of such bugs.

This feature was introduced in the upstream kernel version 4.8, and we have backported it to Android kernels 3.18 and above.

int buggy_driver_function(void __user *src, size_t size)
{
    /* potential size_t overflow (don’t do this) */
    u8 *buf = kmalloc(size * N, GPF_KERNEL);
    …
    /* results in buf smaller than size, and a heap overflow */
    if (copy_from_user(buf, src, size))
    return -EFAULT;

    /* never reached with CONFIG_HARDENED_USERCOPY=y */
}

An example of a security issue that hardened usercopy prevents.

Privileged Access Never (PAN) emulation

While hardened usercopy functions help find and mitigate security issues, they can only help if developers actually use them. Currently, all kernel code, including drivers, can access user space memory directly, which can lead to various security issues.

To mitigate this, CPU vendors have introduced features such as Supervisor Mode Access Prevention (SMAP) in x86 and Privileged Access Never (PAN) in ARM v8.1. These features prevent the kernel from accessing user space directly and ensure developers go through usercopy functions. Unfortunately, these hardware features are not yet widely available in devices that most Android users have today.

Upstream Linux introduced software emulation for PAN in kernel version 4.3 for ARM and 4.10 in ARM64. We have backported both features to Android kernels starting from 3.18.

Together with hardened usercopy, PAN emulation has helped find and fix bugs in four kernel drivers in Pixel devices.

int buggy_driver_copy_data(struct mydata *src, void __user *ptr)
{
    /* failure to keep track of user space pointers */
    struct mydata *dst = (struct mydata *)ptr;
    …
    /* read/write from/to an arbitrary user space memory location */
    dst->field = … ;    /* use copy_(from|to)_user instead! */
    …
    /* never reached with PAN (emulation) or SMAP */
}

An example of a security issue that PAN emulation mitigates.

Kernel Address Space Layout Randomization (KASLR)

Android has included support for Address Space Layout Randomization (ASLR) for years. Randomizing memory layout makes code reuse attacks probabilistic and therefore more difficult for an attacker to exploit, especially remotely. Android 8.0 brings this feature to the kernel. While Linux has supported KASLR on x86 since version 3.14, KASLR for ARM64 has only been available upstream since Linux 4.6. Android 8.0 makes KASLR available in Android kernels 4.4 and newer.

KASLR helps mitigate kernel vulnerabilities by randomizing the location where kernel code is loaded on each boot. On ARM64, for example, it adds 13–25 bits of entropy depending on the memory configuration of the device, which makes code reuse attacks more difficult.

Post-init read-only memory

The final hardening feature extends existing memory protections in the kernel by creating a memory region that's marked read-only after the kernel has been initialized. This makes it possible for developers to improve protection on data that needs to be writable during initialization, but shouldn't be modified after that. Having less writable memory reduces the internal attack surface of the kernel, making exploitation harder.

Post-init read-only memory was introduced in upstream kernel version 4.6 and we have backported it to Android kernels 3.18 and newer. While we have applied these protections to some data structures in the core kernel, this feature is extremely useful for developers working on kernel drivers.

Conclusion

Android Oreo includes mitigations for the most common source of security bugs in the kernel. This is especially relevant because 85% of kernel security bugs in Android have been in vendor drivers that tend to get much less scrutiny. These updates make it easier for driver developers to discover common bugs during development, stopping them before they can reach end user devices.

ARCore: Augmented reality at Android scale

Posted by Dave Burke, VP, Android Engineering

With more than two billion active devices, Android is the largest mobile platform in the world. And for the past nine years, we've worked to create a rich set of tools, frameworks and APIs that deliver developers' creations to people everywhere. Today, we're releasing a preview of a new software development kit (SDK) called ARCore. It brings augmented reality capabilities to existing and future Android phones. Developers can start experimenting with it right now.

We've been developing the fundamental technologies that power mobile AR over the last three years with Tango, and ARCore is built on that work. But, it works without any additional hardware, which means it can scale across the Android ecosystem. ARCore will run on millions of devices, starting today with the Pixel and Samsung's S8, running 7.0 Nougat and above. We're targeting 100 million devices at the end of the preview. We're working with manufacturers like Samsung, Huawei, LG, ASUS and others to make this possible with a consistent bar for quality and high performance.

ARCore works with Java/OpenGL, Unity and Unreal and focuses on three things:

  • Motion tracking: Using the phone's camera to observe feature points in the room and IMU sensor data, ARCore determines both the position and orientation (pose) of the phone as it moves. Virtual objects remain accurately placed.
  • Environmental understanding: It's common for AR objects to be placed on a floor or a table. ARCore can detect horizontal surfaces using the same feature points it uses for motion tracking.
  • Light estimation: ARCore observes the ambient light in the environment and makes it possible for developers to light virtual objects in ways that match their surroundings, making their appearance even more realistic.

Alongside ARCore, we've been investing in apps and services which will further support developers in creating great AR experiences. We built Blocks and Tilt Brush to make it easy for anyone to quickly create great 3D content for use in AR apps. As we mentioned at I/O, we're also working on Visual Positioning Service (VPS), a service which will enable world scale AR experiences well beyond a tabletop. And we think the Web will be a critical component of the future of AR, so we're also releasing prototype browsers for web developers so they can start experimenting with AR, too. These custom browsers allow developers to create AR-enhanced websites and run them on both Android/ARCore and iOS/ARKit.

ARCore is our next step in bringing AR to everyone, and we'll have more to share later this year. Let us know what you think through GitHub, and check out our new AR Experiments showcase where you can find some fun examples of what's possible. Show us what you build on social media with #ARCore; we'll be resharing some of our favorites.

Announcing the 20 finalists and open registration for the Indie Games Festival in San Francisco

Posted by Kacey Fahey, Developer Marketing, Google Play

With so many great mobile games launching this year, we saw a huge amount of interest from indie developers to showcase their art at the Google Play Indie Games Festival in San Francisco next month. While it was a tough selection process, we're excited to announce the 20 finalists, as well as our esteemed judging panel. Fans will be able to play the new and un-released indie games in a fun festival atmosphere where they can also meet the creators themselves. To attend and learn more about the event, register now for free at g.co/play/sfindiegamesfest2017.

So how did we choose the 20 finalists? We powered up our phones, put our game-faces on, and looked for games that not only met the festival requirements, but also stood out with their overall design, fun, and quality. These are the 20 finalists who will be joining us at the festival to demo their games.

Meet the finalists

7 Pin Pool
SPG Inc
Age of Rivals
Roboto Games
Brave Hand
Heart Shaped Games
(game not yet released)
Covens
Raincrow Studios, LLC
Crashy Cars
pixelbizarre
Dokudo
Sense of Wonder
Flipping Legend
Hiding Spot
Gladiator Rising
Happii Gamer Studio
Jigsaw Story
Happy Square Studio Inc
Loteria Latin Bingo
Gorilla Bean Games
Maruta Escape
Busan Sanai Games
(game not yet released)
NoStranger
Black Vein Productions
Slayaway Camp
Blue Wizard Digital
Space Tunnel
Spacewave Studios
Star Vikings Forever
Akupara Games
Storm Wars
Zom.bio
Tiny Bubbles
Pine Street Codeworks
(game not yet released)
Topsoil
Nico Prins

In addition to playing these games and meeting the developers who made them, fans will have a chance to vote for their favorites throughout the festival. The Top 10 will then move on to present a short pitch in pursuit of going home as one of the three overall festival winners. The winners will be chosen by this year's panel of judges representing a diverse lineup of gaming expertise.

  • Alex the Gamerette, YouTube Creator
  • Lina Chen, Co-founder & CEO of Nix Hydra
  • Emily Greer, CEO of Kongregate
  • Jamil Moledina, Games Strategic Lead, Google
  • Dean Takahashi, Lead Writer for GamesBeat
  • Sarah Thomson, BD Lead, Indie Games, Google Play

Emceeing this year's event is J.D. Witherspoon, aka runJDrun. No stranger to gaming, YouTuber/actor/comedian, J.D. plays a wide array of games and frequently uploads gaming, vlog, and comedy content to his channels.

If you want to try out these games and celebrate the indie community, learn more about the event and register at g.co/play/sfindiegamesfest2017.

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How to improve app design for Wear 2.0

Posted by Steven Tepper, App Quality Consultant, Google Play

Wear 2.0 launched back in February with added support for new hardware features in addition to adopting new Material Design themes, guidelines, and a simpler vertical UI pattern. It also introduces a complications API, making it easier for apps to provide data to watch faces, and watch faces to incorporate external data. The final big update was that, apps targeting Wear 2.0 now have the ability to operate in a standalone mode, without needing a connection to a companion app on the phone.

There are a few design considerations in relation to navigation, notifications, the complications API, and the standalone functionality to help you better optimize for Wear 2.0 devices:

Navigation

  1. Use the WearableDrawerLayout navigation drawer for simple and infrequent navigation: Simple navigation includes tasks such as accessing app settings, switching users or logging out. You can implement this on Wear 2.0 to switch between different views or sections of the app via a swipe down from the top of the screen, or an action drawer can be set up for context-specific actions when swiping up from the bottom of the screen.
  2. Present a navigation drawer as a single-page drawer to enable users to navigate views quickly: A navigation drawer can be presented as either a multi-page or single-page drawer. The single-page layout is useful for when the user is expected to navigate quickly between 7 or less views of the app. Remember that if the app is using a single-page drawer, the iconography should be clear and understandable as there will not be any sort of text labeling in this layout. If there are more than 7 views to navigate to or the views are not easily represented by icons, you should instead use the multi-page drawer layout.
  3. Use multiple app launchers if your app has two or three discrete functions: For example, if your app supports both activity tracking—with various options, actions, and views—and historical analysis and management of tracked activities, you can use multiple app launchers to handle these tasks. Alternatively, if your app has a simple home screen, these features could be placed in line, at the bottom of the screen.
  4. Use peeking at the top of the action drawer to provide quick access to the primary action: If there is no primary action associated with the view, override the default behavior and force an overflow button to peek instead, exposing all actions at the bottom of a view, when tapped.

Ensure that for devices using Wear 2.0, your app takes advantage of these new UI patterns to provide a consistent user experience. Check out more training resources for Wear Navigation and Actions and the Material Design specifications for Navigation and Action Drawers.

Notifications

Wear 2.0 uses a simpler vertical navigation pattern, removing the horizontal swiping gesture to present actions for a notification. Notification actions are now presented as a single primary action (if applicable) at the bottom of a notification. If there is no primary action, expanding the notification will present options in a single, vertically scrollable view.

Notifications will work without needing many changes on both 1.x and 2.0 devices, but appear quite different:

When creating apps for Wear 2.0 devices, improve the user experience with notifications by applying the following best practices:

  1. Support expandable notifications: Use BigTextStyle so that users can see more content on their watch.
  2. Use the collapsed view of the notification (if applicable): Add the primary action for your notification to the collapsed view of the notification using setContentIntent(), where appropriate.
  3. For messaging apps, use the MessagingStyle: Provide a rich chat app-like experience in the expanded notification using this style.
  4. Update user directions which are specific to Wear 1.0: Remove any text guiding users to act on a card by swiping horizontally (the Wear 1.x pattern).
  5. Enhancing notifications to use inline actions: This allows users to do things without needing tap to see the expanded notification details. Actions for messaging notifications can use several different input methods including Smart Reply presets, voice, and keyboard input. Take advantage of these features to provide added functionality and delight users.

To learn more about adding wearable features to notifications.

Complications

The complications API in Wear 2.0 makes it much easier for watch face developers and third-party data providers to surface important information users want, at a glance. Watch faces that support the API can be configured to use any of the data providers that have been installed on the watch while maintaining complete control over their appearance. Apps supporting the complication API allow the app's data to be accessible on any watch faces that support complications. These complications can be displayed in a variety of forms (short text, icon, ranged value, long text, small image, and large image) depending on what the data provider has configured and how much space has been allocated on the watch face.

To ensure that complications fit the overall design of the watch face and properly handle their data type, when adding complication support we recommend watch face makers should:

  1. Use the TextRenderer class found in the Wear 2.0 SDK: This allows the text within complications to be adjusted to their bounds by shrinking the text, dynamically supporting line breaks or ellipsizing strings when they exceed the bounds of a text-based complication.
  2. Use the ComplicationDrawable class to set the background color, shape, border, and font options for the complications: This gives complete control of how the complication is rendered to the watch face.
  3. Design the watch face to provide a way for users to configure or adjust complications on the watch face through a settings menu: To learn how to construct these settings see the watch face sample on GitHub.
  4. Use the data provider test suite app to feed dummy data to the watch face complications: This will enable you to verify that all of the complications render properly and have fonts formatted for their bounds.
  5. As a complication data provider, expose relevant data by using the ComplicationProviderService: Simply define and configure what types of ComplicationData the app can provide for complications.

Standalone functionality on Wear devices

  1. Make sure your app is able to handle itself if there is no companion app installed when using the android.hardware.type.watch hardware feature flag: Using this feature enables your app to become searchable and installable directly on Wear devices without needing to install a companion phone app, so ensure your app can handle itself to avoid a confusing or broken user experience.
  2. Ensure your wearable app doesn't rely on the phone app for sign-in/authentication or primary functionality: When requiring complicated input for authentication (for example, password entry) your wearable app can point to the companion phone, but should rely on web UI for account/password entry rather than an app.
  3. Where a companion app must be present on a phone to support your app in some other way, the app should use the CapabilityApi: This should be used to properly direct users to the Play Store listing on their companion device to install the missing app. Otherwise, the app should function on its own, using the Wear built-in Wi-Fi, GPS, or other connectivity functions.
  4. Include wording about any companion app requirements or briefly mention how your Wear app should function within the Play Store listing description: This will help set expectations and guide users to install the correct apps for the best possible experience.
  5. Incorporate the com.google.android.wearable.standalone flag in the manifest if your Wearable app can function without any phone companion interaction: This flag indicates that the wearable app can be installed and will fully function when not paired to an Android or iOS companion phone.

Though a lot was covered here, there are additional resources you can use to ensure that your apps or games are optimized and use the latest patterns and functionality on Wear. Be sure to review the quality guidelines and check out the developer training documentation to learn more best practices for wearable app development and wearable app design in order to build quality apps for Wear.

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Understanding the performance benefits of using ConstraintLayout

Posted by Takeshi Hagikura, Developer Programs Engineer

Since announcing ConstraintLayout at Google I/O last year, we've continued to improve the layout's stability and layout editor support. We've also added new features specific to ConstraintLayout that help you build various type of layouts, such as introducing chains and setting size as a ratio. In addition to these features, there is a notable performance benefit by using ConstraintLayout. In this post, we'll walk through how you can benefit from these performance improvements.

How Android draws views?

To better understand the performance of ConstraintLayout, let's take a step back and see how Android draws views.

When a user brings an Android view into focus, the Android framework directs the view to draw itself. This drawing process comprises 3 phases:

  1. Measure

    The system completes a top-down traversal of the view tree to determine how large each ViewGroup and View element should be. When a ViewGroup is measured, it also measures its children.

  2. Layout

    Another top-down traversal occurs, with each ViewGroup determining the positions of its children using the sizes determined in the measure phase.

  3. Draw

    The system performs yet another top-down traversal. For each object in the view tree, a Canvas object is created to send a list of drawing commands to the GPU. These commands include the ViewGroup and View objects' sizes and positions, which the system determined during the previous 2 phases.

Figure 1. Example of how the measure phase traverses a view tree

Each phase within the drawing process requires a top-down traversal of the view tree. Therefore, the more views you embed within each other (or nest) into the view hierarchy, the more time and computation power it takes for the device to draw the views. By keeping a flat hierarchy in your Android app layouts, you can create a fast and responsive user interface for your app.

The expense of a traditional layout hierarchy

With that explanation in mind, let's create a traditional layout hierarchy that uses LinearLayout and RelativeLayout objects.

Figure 2. Example layout

Let's say we want to build a layout like the image above. If you build it with traditional layouts, the XML file contains an element hierarchy similar to the following (for this example, we've omitted the attributes):

<RelativeLayout>
  <ImageView />
  <ImageView />
  <RelativeLayout>
    <TextView />
    <LinearLayout>
      <TextView />
      <RelativeLayout>
        <EditText />
      </RelativeLayout>
    </LinearLayout>
    <LinearLayout>
      <TextView />
      <RelativeLayout>
        <EditText />
      </RelativeLayout>
    </LinearLayout>
    <TextView />
  </RelativeLayout>
  <LinearLayout >
    <Button />
    <Button />
  </LinearLayout>
</RelativeLayout>

Although there's usually room for improvement in this type of view hierarchy, you'll almost certainly still need to create a hierarchy with some nested views.

As discussed before, nested hierarchies can adversely affect performance. Let's take a look at how the nested views actually affect the UI performance using Android Studio's Systrace tool. We called the measure and layout phases for each ViewGroup (ConstraintLayout and RelativeLayout) programmatically and triggered Systrace while the measure and layout calls are executing. The following command generates an overview file that contains key events, such as expensive measure/layout passes, that occur during a 20-second interval:

python $ANDROID_HOME/platform-tools/systrace/systrace.py --time=20 -o ~/trace.html gfx view res

For more details about how you can use Systrace, see the Analyzing UI Performance with Systrace guide.

Systrace automatically highlights the (numerous) performance problems with this layout, as well as suggestions for fixing them. By clicking the "Alerts" tab, you will find that drawing this view hierarchy requires 80 expensive passes through the measure and layout phases!

Triggering that many expensive measure and layout phases is far from ideal; such a large amount of drawing activity could result in skipped frames that users notice. We can conclude that the layout has poor performance due to the nested hierarchy as well as the characteristic of RelativeLayout, which measures each of its children twice.

Figure 3. Looking at the alerts from Systrace for the layout variant that uses RelativeLayout

You can check the entire code on how we performed these measurements in our GitHub repository.

The benefits of a ConstraintLayout object

If you create the same layout using ConstraintLayout, the XML file contains an element hierarchy similar to the following (attributes again omitted):

<android.support.constraint.ConstraintLayout>
  <ImageView />
  <ImageView />
  <TextView />
  <EditText />
  <TextView />
  <TextView />
  <EditText />
  <Button />
  <Button />
  <TextView />
</android.support.constraint.ConstraintLayout>

As this example shows, the layout now has a completely flat hierarchy. This is because ConstraintLayout allows you to build complex layouts without having to nest View and ViewGroup elements.

For example, let's look at the TextView and EditText in the middle of the layout:

When using a RelativeLayout, you need to create a new ViewGroup to align the EditText vertically with the TextView:
<LinearLayout
    android:id="@+id/camera_area"
    android:layout_width="match_parent"
    android:layout_height="wrap_content"
    android:orientation="horizontal"
    android:layout_below="@id/title" >

    <TextView
        android:text="@string/camera"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_gravity="center_vertical"
        android:id="@+id/cameraLabel"
        android:labelFor="@+id/cameraType"
        android:layout_marginStart="16dp" />

    <RelativeLayout
        android:layout_width="match_parent"
        android:layout_height="wrap_content">

        <EditText
            android:id="@+id/cameraType"
            android:ems="10"
            android:inputType="textPersonName"
            android:text="@string/camera_value"
            android:layout_width="match_parent"
            android:layout_height="wrap_content"
            android:layout_centerVertical="true"
            android:layout_marginTop="8dp"
            android:layout_marginStart="8dp"
            android:layout_marginEnd="8dp" />
    </RelativeLayout>
</LinearLayout>

By using ConstraintLayout instead, you can achieve the same effect just by adding a constraint from the baseline of the TextView to the baseline of the EditText without creating another ViewGroup:

Figure 4. Constraint between EditText and TextView
<TextView
      android:layout_width="wrap_content"
      android:layout_height="wrap_content"
      app:layout_constraintLeft_creator="1"
      app:layout_constraintBaseline_creator="1"
      app:layout_constraintLeft_toLeftOf="@+id/activity_main_done"
      app:layout_constraintBaseline_toBaselineOf="@+id/cameraType" />

When running the Systrace tool for the version of our layout that uses ConstraintLayout, you see far fewer expensive measure/layout passes during the same 20-second interval. This improvement in performance makes sense, now that we're keeping the view hierarchy flat!

Figure 5. Looking at the alerts from Systrace for the layout variant that uses ConstraintLayout

On a related note, we built the ConstraintLayout variant of our layout using just the layout editor instead of editing the XML by hand. To achieve the same visual effect using RelativeLayout, we probably would have needed to edit the XML by hand.

Measuring the performance difference

We analyzed how long every measure and layout pass took for two type of layouts, ConstraintLayout and RelativeLayout, by using OnFrameMetricsAvailableListener, which was introduced in Android 7.0 (API level 24). This class allows you to collect frame-by-frame timing information about your app's UI rendering.

By calling the following code, you can start recording per-frame UI actions:

window.addOnFrameMetricsAvailableListener(
        frameMetricsAvailableListener, frameMetricsHandler);

After timing information becomes available, the app triggers the frameMetricsAvailableListener() callback. We are interested in the measure/layout performance, so we call FrameMetrics.LAYOUT_MEASURE_DURATION when retrieving the actual frame duration.

Window.OnFrameMetricsAvailableListener {
        _, frameMetrics, _ ->
        val frameMetricsCopy = FrameMetrics(frameMetrics);
        // Layout measure duration in nanoseconds
        val layoutMeasureDurationNs = 
                frameMetricsCopy.getMetric(FrameMetrics.LAYOUT_MEASURE_DURATION);

To learn more about the other types of duration information that FrameMetrics can receive, see the FrameMetrics API reference.

Measurement results: ConstraintLayout is faster

Our performance comparison shows that ConstraintLayout performs about 40% better in the measure/layout phase than RelativeLayout:

Figure 6. Measure / Layout (unit: ms, average of 100 frames)

As these results show, ConstraintLayout is likely to be more performant than traditional layouts. Moreover, ConstraintLayout has other features that help you build complex and performant layouts, as discussed in the benefits of a ConstraintLayout object section. For details, see the Build a Responsive UI with ConstraintLayout guide. We recommend that you use ConstraintLayout when designing your app's layouts. In almost all cases when you would have previously need a deeply-nested layout, ConstraintLayout should be your go-to layout for optimal performance and ease of use.

Appendix: Measurement environment

All the measurements above were performed in the following environment.

Device Nexus 5X
Android Version 8.0
ConstraintLayout version 1.0.2

What's next

Check out the developer guide, the API reference documentation, and the article on Medium to fully understand what ConstraintLayout can provide for you. And once again, thank you to all who submitted feedback and issues over the months since our alpha release of ConstraintLayout. We're truly grateful that we were able to release the production-ready 1.0 version of ConstraintLayout earlier this year. As we continue to improve ConstraintLayout, please continue to send us feedback using the Android issue tracker.

Start on Android and succeed on Google Play

Posted by Karolis Balciunas, VC & Startups Business Development, Google Play

Early Access was launched at Google I/O 2016 as a destination on Google Play for beta app and game titles still in development, and to attract early adopters willing to test those titles. The results speak for themselves. The program has helped over 350 developers launch their titles and generated over 40M beta installs for their apps and games during just the short window before their public availability on the Play Store. More importantly, the average rating for titles that have been through Early Access is 4.3☆ once in production, putting them in a strong position to be favored in search and discovery on Google Play.

Early Access also generates positive awareness for new titles. Alumni like Simple Habit and Digit were chosen as finalists in the "Standout Startup" category at the Google Play Awards this year. Omnidrone's game Titan Brawl became the first game to reach 1M testers. Hear more about their experience in the video below.

Early Access and our work with the venture capital community has taught us a lot about successful startups. We know you seek rapid iteration towards product-market fit and are thirsty for the same kind of powerful testing, analytics, and user feedback that Google's own product teams depend on to launch successful products. When we know about your startup's plans well in advance of your launch date, we can impact your trajectory by supporting you through this understood process of iterative improvement.

Start on Android

Earlier this year we launched Start on Android to identify the highest potential Android startups earlier in their lifecycle and provide tools, perks, and guidance for those who qualify. We've developed five components that have proven to be most impactful:

  1. Early Access participation enabling developers to recruit beta testers and respond to their feedback before it impacts an app's rating on the Play Store.
  2. Pre-launch user interface and user experience reviews from the Play editorial team to help optimize onboarding experiences, material design implementation, business model execution, and user engagement.
  3. Access to Google perks like the Google Cloud Platform's Spark Package which includes $20K in Google Cloud and Firebase credits, free 12 months of G Suite for up to 10 employees, and other financial incentives.
  4. Opportunities to participate in Google Play and other Google teams' programs and special events including Google Cloud Platform, Google for Entrepreneurs, and Launchpad.
  5. Guidance in the form of videos and content on startup best practices available to all at StartonAndroid.com.

We are just getting started

We've already seen a lot of developer interest and received hundreds of public applications and referrals from venture capitalists and other startup influencers. Below are a few accepted startups:

  • Socratic - A Spark Capital backed company that allows students to solve math problems by snapping a photo with their camera and using computer vision to return relevant answers and related concepts and video.
  • Astro - A Redpoint portfolio company that layers AI on top of your email to help intelligently manage your inbox.
  • Snaky Snake -
  • Peanut - A Tinder-like app for connecting moms, funded by NEA and Felix Capital.
  • Gyroscope - A startup working on an "operating system for the human body".
  • Empower - An exciting new money management app backed by Sequoia Capital, coming soon to Android.

We are incredibly proud of every developer we work with and grateful to our friends within VC firms and the wider community who bring exciting new startups to our attention.

Get in touch with us

If you would like to be part of Start on Android, complete the form at StartonAndroid.com. We're looking for developers who are planning to launch on Android soon, or have done so in the past 6 months.

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Making it safer to get apps on Android O

Posted by Edward Cunningham. Product Manager, Android Security

Eagle-eyed users of Android O will have noticed the absence of the 'Allow unknown sources' setting, which has existed since the earliest days of Android to facilitate the installation of apps from outside of Google Play and other preloaded stores. In this post we'll talk about the new Install unknown apps permission and the security benefits it brings for both Android users and developers.

Earlier this year we introduced Google Play Protect - comprehensive security services that are always at work to protect your device from harm. Google Play continues to be one of the safest places for Android users to download their apps, with the majority of Potentially Harmful Apps (PHAs) originating from third-party sources.

A common strategy employed by PHA authors is to deliver their apps via a hostile downloader. For example, a gaming app might not contain malicious code but instead might notify the user to install a PHA that masquerades as an important security update. (You can read more about hostile downloaders in the Android Security 2016 Year in Review). Users who have enabled the installation of apps from unknown sources leave themselves vulnerable to this deceptive behavior.

Left (pre-Android O): The install screen for a PHA masquerading as a system update.
Right (Android O): Before the PHA is installed, the user must first grant permission to the app that triggered the install.

In Android O, the Install unknown apps permission makes it safer to install apps from unknown sources. This permission is tied to the app that prompts the install— just like other runtime permissions—and ensures that the user grants permission to use the install source before it can prompt the user to install an app. When used on a device running Android O and higher, hostile downloaders cannot trick the user into installing an app without having first been given the go-ahead.

This new permission provides users with transparency, control, and a streamlined process to enable installs from trusted sources. The Settings app shows the list of apps that the user has approved for installing unknown apps. Users can revoke the permission for a particular app at any time.

At any time, users can review the apps that they've allowed for installing unknown apps. To make the permission-granting process easier, app developers can choose to direct users to their permission screen as part of the setup flow.

Developer changes

To take advantage of this new behavior, developers of apps that require the ability to download and install other apps via the Package Installer may need to make some changes. If an app uses a targetSdkLevel of 26 or above and prompts the user to install other apps, the manifest file needs to include the REQUEST_INSTALL_PACKAGES permission:

<uses-permission android:name="android.permission.REQUEST_INSTALL_PACKAGES" />

Apps that haven't declared this permission cannot install other apps, a handy security protection for apps that have no intention of doing so. You can choose to pre-emptively direct your users to the Install unknown apps permission screen using the ACTION_MANAGE_UNKNOWN_APP_SOURCES Intent action. You can also query the state of this permission using the PackageManager canRequestPackageInstalls() API.

Remember that Play policies still apply to apps distributed on Google Play if those apps can install and update other apps. In the majority of cases, such behavior is inappropriate; you should instead provide a deep link to the app's listing on the Play Store.

Be sure to check out the updated publishing guide that provides more information about installing unknown apps, and stay tuned for more posts on security hardening in Android O.

Introducing Android 8.0 Oreo

Posted By: Dave Burke, VP of Engineering

After more than a year of development and months of testing by developers and early adopters (thank you!), we're now ready to officially launch Android 8.0 Oreo to the world. Android 8.0 brings a ton of great features such as picture-in-picture, autofill, integrated Instant Apps, Google Play Protect, faster boot time, and much more.

We're pushing the sources to Android Open Source Project (AOSP) for everyone to access today. Pixel and Nexus 5X/6P builds have entered carrier testing and we expect to start rolling out in phases over the next several weeks, alongside Pixel C and Nexus Player. Android Beta users will receive the update to the final version today and images are available to download and flash manually. We've been working closely with our partners over the last many months, and by the end of this year, hardware makers like Essential, Huawei, HTC, Kyocera, Motorola, HMD Global Home of Nokia Phones, Samsung, Sharp and Sony are scheduled to be launching or upgrading new devices to Android 8.0 Oreo.

What's in Android Oreo?

In Android 8.0 Oreo we focused on creating fluid experiences that make Android even more powerful and easy to use, such as:

  • Picture-in-picture lets users manage two tasks simultaneously on any size screen, and it's easy for apps to support it. (Shown at right)
  • Notification dots extend the reach of notifications and offer a new way to surface activity in your apps. Dots work with zero effort for most apps -- we even extract the color of the dot from your icon.
  • Autofill framework simplifies how users set up a new device and synchronize their passwords. Apps using form data can optimize their apps for Autofill, and password manager apps can use the new APIs to make their services available to users in their favorite apps. Autofill will roll out fully over the next few weeks as part of an update to Google Play Services.

We also invested in Android Vitals, a project focused on optimizing battery life, startup time, graphics rendering, and stability, while giving developers better visibility over the health of their apps:

  • System optimizations: We worked across the system to help apps run faster and smoother -- for example, in the runtime we added a new concurrent compacting garbage collection, code locality, and more.
  • Background limits: We added new limits on background location and wi-fi scans and changes in the way apps run in the background. These boundaries prevent unintentional overuse of battery and memory and apply to all apps -- make sure you understand and account for these in your apps.
  • Complementary Android Vitals dashboards and IDE profilers: In the Play Console you can now see aggregate data about your app to help you pinpoint common issues - excessive crash rate, ANR rate, frozen frames, slow rendering, excessive wakeups, and more. You'll also find new performance profilers in Android Studio 3.0, and new instrumentation in the platform.

In Android 8.0 your app can directly pin a specific app shortcut in the launcher to drive engagement (left). Notification dots keep users active in your app and let them jump directly to the app's core functions (right).

For developers, Android Oreo includes many new capabilities to help you build better, more efficient apps. Here are just a few:

  • Autosizing textview: Use autosizing TextView to automatically fill a TextView with text, regardless of the amount. You can create an array of preset text sizes, or set min and max sizes with a step granularity, and the text will grow and shrink to fill the available TextView space.
  • Fonts in XML: Fonts are now a fully supported resource type. You can now use fonts in XML layouts and define font families in XML.
  • Downloadable fonts and emoji: With downloadable fonts you can load fonts from a shared provider instead of including them in your APK. The provider and support library manage the download of fonts and shares them across apps. The same implementation also supports downloadable emoji, so you can get updated emoji without being limited to the emoji built into the device.
  • Adaptive icons: You can now create adaptive icons that the system displays in different shapes, based on a mask selected by a device manufacturer. The system also animates interactions with the icons, and uses them in the launcher, shortcuts, settings, sharing dialogs, and in the overview screen.

Adaptive icons display in a variety of shapes across different device models.
  • Shortcut pinning: App shortcuts and homescreen widgets are great for engaging users and now you can let users add and pin shortcuts and widgets to the launcher from within your app. There's also a new option to add a specialized activity to help users create shortcuts. The activity is complete with custom options and confirmation.
  • Wide-gamut color for apps: Imaging apps can now take full advantage of new devices that have a wide-gamut color capable display. To display wide gamut images, apps enable a flag in their manifest files (per activity) and load bitmaps with an embedded wide color profile (AdobeRGB, Pro Photo RGB, DCI-P3, etc.).
  • WebView enhancements: In Android Oreo, we've enabled WebView multiprocess mode by default and added an API to let your app handle errors and crashes. You can also opt in your app's WebView objects to verify URLs through Google Safe Browsing.
  • Java 8 Language APIs and runtime optimizations: Android now supports several new Java Language APIs, including the new java.time API. In addition, the Android Runtime is faster than ever before, with improvements of up to 2x on some application benchmarks.

Learn more about these and other new features by visiting the Android 8.0 Oreo site on developer.android.com. Also check out the What's New in Android Oreo? video for an overview of new features for developers.

Make sure your apps are ready

If haven't already, take a few moments today to test your apps and make sure they offer the experience you want for users upgrading to Android Oreo.

Just install your current app from Google Play onto a device or emulator running Android Oreo and test the user flows. The app should run and look great, and handle the Android Oreo behavior changes properly. In particular, pay attention to background location limits, notification channels, and changes in networking, security, and identifiers.

Once you've resolved any issues, publish your app updates to Google Play in your alpha, beta, or production channels so that they're available as users start to receive Android 8.0 Oreo.

Speed your development with Android Studio

When you're ready to build with new APIs in Android Oreo, we recommend updating to the latest version of Android Studio 3.0, available for download from the beta channel. Aside from improved app performance profiling tools, support for the Kotlin programming language, and Gradle build optimizations, Android Studio 3.0 makes it easier to develop with Instant Apps, XML Fonts, downloadable fonts, and adaptive icons.

Android Studio 3.0 includes tools for developing with Android Oreo features, such as previewing XML font resources in your app.

We also recommend updating to the Android Support Library 26.0.2, available now from Google's Maven repository, and to the latest SDK, tools, and emulator system images, available in the SDK Manager.

If you're just getting started building for Android Oreo, read the migration guide first. It gives you an overview of the process and the configuration changes you'll need to make.

To compile against the official Android 8.0 APIs, update your project's compileSdkVersion to API 26. We also recommend updating your app's targetSdkVersion to API 26 to opt-in and test your app with Android Oreo specific behavior changes. See the migration guide for details on how to set up your environment to build with Android Oreo.

Publish your updates to Google Play

Google Play is open for apps compiled against or targeting API 26. When you're ready, you can publish your APK updates in your alpha, beta, or production channels.

Make sure that your updated app runs well on Android Oreo as well as older versions. We recommend using Google Play's beta testing feature to get early feedback from a small group of users, then do a staged rollout. We're looking forward to seeing your app updates!

What's next for Android Oreo?

We'll soon be closing the Developer Preview issue tracker, but please keep the feedback coming! You can file a new issue against Android 8.0 in the AOSP issue tracker.

Thanks again to the many developers and early adopters who participated in the Android O Developer Preview and public beta. You gave us great feedback, and filed hundreds of issues that helped us to make the Android Oreo platform great for consumers and developers.