Posted by Aurimas Liutikas, software engineer on AndroidX team
AndroidX (previously known as Android Support Library) started out as a small set of libraries intended to provide backwards compatibility for new Android platform APIs and, as such, its development was strictly tied to the platform. As a result, all work was done in internal Google branches and then pushed to the public Android Open Source Project (AOSP) together with the platform push. With this flow, external contributions were limited to a narrow window of time where the internal and AOSP branches were close in content. On top of that, it was difficult to contribute -- in order to do a full AndroidX build and testing, external developers had to check out >40GB of the full Android platform code.
Today, the scope of AndroidX has expanded dramatically and includes libraries such as AppCompat for easier UI development, Room for database management, and WorkManager for background work. Many of these libraries implement higher-level abstractions and are less tied to new revisions of the Android platform, and all libraries are designed with backwards compatibility in mind from the start. Several libraries, such as RecyclerView and Fragment, are purely AndroidX-side implementations with few ties to the platform.
Starting a little over two years ago, we began a process of unbundling -- moving AndroidX out of Android platform builds into its own separate build. We had to do a great deal of work, including migrating our builds from make to Gradle as well as migrating all of our API tracking tools and documentation generation out of the platform build. With that process completed, we reached a point where a developer can now check out a minimal AndroidX project, open it in Android Studio, and build using the public SDK and public Android Gradle Plugin.
The Android developer community has long expressed a desire to contribute more easily to AndroidX; however, this was always a challenge due to the reasons described above. This changes today: AndroidX development is moving to public AOSP. That means that our primary feature development (except for top-secret integrations with the platform ?) and bug fixes will be done in the open using the r.android.com Gerrit review tool and changes will be visible in the aosp/androidx-master-dev branch.
We are making this change to give better transparency to developers; it gives developers a chance to see features and bug fixes implemented in real-time. We are also excited about receiving bug fix contributions from the community. We have written up a short guide on how to go about contributing a patch.
In addition to regular development, AOSP will be a place for experimentation and prototyping. You will see new libraries show up in this repository; some of them may be removed before they ship, change dramatically during pre-alpha development, or merge into existing libraries. The general rule is that only the libraries on maven.google.com are officially ready for external developer usage.
Finally, we are just getting started. We apologize for any rough edges that you might have when contributing to AndroidX, and we request your feedback via the public AndroidX tracker if you hit any issues.
Android P is almost here! As we put the finishing touches on the new platform, today we're bringing you Android P Beta 4.
Beta 4 is the last preview milestone before we launch the official Android P platform later this summer. Take this opportunity to test your apps and publish updates, to make sure you offer a great experience for users transitioning to Android P!
What's in this update?
Today's Beta 4 update includes a release candidate build with final system behaviors and the official Android P APIs (API level 28), available since Beta 2. It includes everything you need to wrap up your testing in time for the upcoming official Android P release.
Get your apps ready for Android P
With the consumer launch coming soon, it's important to test your app for compatibility with Android P. Just install your current app from Google Play on an Android P Beta device or emulator. As you work through the flows, make sure your app runs and looks great, and that it handles the Android P behavior changes properly.
Also watch for uses of non-SDK interfaces in your app. Android P restricts access to selected non-SDK interfaces, so you should reduce your reliance on them. See our recent post for details..
After you've made any necessary updates, we recommend publishing to Google Play right away without changing the app's platform targeting. This lets you ensure a great experience for Android P users while you work on enhancing your app with Android P APIs and targeting.
To build with the new APIs, just download the official API 28 SDK and tools into Android Studio 3.1, or use the latest version of Android Studio 3.2. Then update your project's compileSdkVersion and targetSdkVersion to API 28. When you change your targeting, make sure your app supports all of the applicable behavior changes.
As soon as you're ready, publish your APK updates that are compiled against, or optionally targeting, API 28. A common strategy is to use Google Play's beta testing feature to get early feedback from a small group of users and then do a staged rollout to production.
It's easy - you can get Android P Beta 4 on Pixel devices by enrolling here. If you're already enrolled in our Android Beta program, you'll automatically get the Beta 4 update soon. As always, downloadable system images for Pixel devices are also available. Partners who are participating in the Android P Beta program will also be updating their devices to Beta 4 over the coming weeks.
Posted by Tom Greenaway, Senior Partner Developer Advocate
Last year we announced that starting from August 2018 Google Play will require allnew apps and games to target a recent Android API level – set to API level 26 (Android 8.0 Oreo), or higher. Additionally, this requirement will extend to updates for existing apps and games starting from November 2018.
Every new Android version introduces changes that bring significant security and performance improvements – and enhance the user experience of Android overall. Updating your games to target the latest API level ensures that your users can benefit from these improvements, while still allowing your games to run on older Android versions.
Simple next steps:
Install the Android 8.0 Oreo SDK (API level 26) via Android Studio by navigating to (Tools > Android > SDK Manager > Android SDK > SDK Platforms).
Update your game to target API level 26 and see whether your game has any incompatibilities or issues as soon as possible. Update any external dependencies as necessary. Learn more about the incremental changes between versions of Android here.
If you are using an advertising network, SDK or plugin which is incompatible with API level 26, reach out to your contacts and find out their timeline for supporting target API level 26. The sooner they're aware of these changes the better.
If you build your game with Unity, support for target API 26 is built into Unity 5.6.6 and beyond. Simply ensure the latest target API level is selected in your Android build settings for Unity (Build Settings > Android > Player Settings). For versions of Unity 5.6.5 and prior, consult this documentation which includes a workaround for versions dating back to 4.3.
For games built with Unreal, check your Android platform settings has the "Target SDK Version" set to 26.
If you use Cocos2D-X, check the target API level in the gradle.properties file that is generated.
If your game uses Android push notifications, the Google Play Services SDK in your game will need to be updated to version 10.2.1 or above for your game to support API level 26.
If your game uses opaque binary blobs (OBB), then your game must check if it can access the directory before attempting to access the OBB files themselves. We recommend explicitly requesting permission for access using the Runtime Permissions API, and gracefully handling cases wherein the permission is not granted. Additionally, add an entry in the manifest for the external storage access:
Remember, updating the target API level is just the first step – make sure your game is compatible with the behavior changes between your current target API level and API level 26. Check out further guidance on the changes in past versions of Android to help in your migration process. These policy changes are important for moving the Android ecosystem forward and keeping it healthy for our users – and yours.
Posted by Neto Marin - Actions on Google Developer Advocate
There are millions of apps in the Android ecosystem, so helping yours get discovered can require some investment. Your app needs to offer something that differentiates it from other similar apps to stand out to users.
Building a companion Action is a fast and simple way to increase your Android app's potential reach by creating a new entrypoint from devices covered by the Google Assistant. This lets you bring your services to users without needing to install anything through voice, and can bring people into your app when it can provide more value.
Your companion Action complements your Android app's experience by offering some of your services through the Google Assistant, which is available on more than 500 million devices including speakers, phones, cars, headphones, and more. Creating an Action provides a frictionless way for users to start engaging with your services wherever the Google Assistant is available.
Creating an Action for the Assistant will extend your brand presence, bringing your services to new devices and contexts as users interact with the Google Assistant.
Feature what your app does better
It is probably a mistake to try to rewrite all of your Android app as a conversational Action, since voice is a different modality with different constraints and usage patterns. Instead, you should start by selecting the most important or popular features in your app that translate well into a voice context and can be more easily accomplished there. Then, you can create your conversational experience to offer these features on Google Assistant devices. Check out the Conversation design site, which has several articles and guides about how to create a great voice UI.
Let's take a look at a hypothetical example. Imagine you have a mobile commerce app. Some features include searching for products, navigating to different categories, adding payment information, and checking out. You could build an Action for the Assistant with most of the same functionality, but we encourage you to look for what makes the most sense in a conversational experience.
In this case, your Action could focus on everything that a user would want to know after they've purchased a product through your Android app or web page. You could offer a quick way to get updates about a purchase's status (if you provide different states for payment/purchase process) and shipment information, or provide an interface for re-ordering a user's favorite products. Then, your users would be able to ask something like, "Hey Google, ask Voice Store about my last purchase."
Or, to reach users who have never made a purchase before, you could create an Action to offer exciting deals for common products. For example, you could create an Action that is invoked with, "Hey Google, ask Voice Store what are the deals on TVs today".
As you can see, starting with a "hero" use case for your Action is an exciting way to introduce conversational features that complement your Android app, and it will take less time than you think.
At Google I/O 2018, we presented a talk, "Integrating your Android apps with the Google Assistant" which contains more details and examples for developers.
Delivering user's purchases across surfaces
In-app purchases, subscriptions, and one-time products have proven successful for Android developers when it comes to monetization, allowing developers to offer different kinds of digital goods and additional value for paying users. These types of monetization are proven to drive user conversion and make the app more profitable.
Google Play Billing offers a series of tools, APIs, and documentation to help developers manage the subscription life-cycle, build server-side validation, and much more. If you are new to in-app billing, check out the Google Play Billing Overview page.
Now, Android developers can expand where users can access these goods or upgraded experiences by offering them through Actions, as well. This expansion is accomplished by honoring the user's entitlements on Google Play across different surfaces and devices, reaching users when they can't (or don't want to) use an app, like while cooking or driving.
For non-Android platforms, you'll need to ask your users to link their accounts. You can then use your user's account history to identify what purchases they've made on other surfaces.
Check the Accessing Digital Purchases page for a step-by-step guide on how to enable access to the user's purchases and request and parse the purchase data.
What's next?
If you are not familiar with Actions on Google yet, start by checking out our overview page, which describes the platform in detail and tells you all you need to know to create your Actions for the Google Assistant.
Stay tuned for more posts about how to improve your Android app experience with Actions on Google.
Since the major revamp of the Android Emulator two years ago, we have focused on delivering a fast and feature-rich emulator to help you build great app experiences for users. Today, the Android Emulator is the top device deployed to from Android Studio — more than 2x over physical Android devices. We are humbled to hear from many of you that the Android Emulator has come a long way, but we are not done yet.
Making the Android Emulator faster is one of the top priorities for the Android Studio team. Over the last few releases, we have launched quick boot & emulator snapshots for quickly starting and resuming emulator sessions in under 2 seconds. Up until now, our emulator experience has almost universally worked on macOS® and Linux computers. But for users of Microsoft® Windows® or the Microsoft® Hyper-V™ platform, our hardware accelerated speed enhancements for the Android Emulator only worked with computers with Intel® processors. Support for AMD® processors and Microsoft Hyper-V hypervisor are two long-standing user requests from the Android developer community that we are happy to address with this Android Emulator update.
Today, you can download the latest Android Emulator release, which is enabled to run x86 based Android Virtual Devices (AVD) on computers that use AMD processors. This exciting update makes the Android Emulator more accessible to a new set of Android app developers that were previously limited to software emulation, but can now have hardware accelerated performance. Moreover, for those of you who use Hyper-V to run your local app backend, the Android Emulator can now also coexist with other Hyper-V-backed applications on Windows® 10.
Thanks to a new Microsoft Windows Hypervisor Platform (WHPX) API and recent open-source contributions from Microsoft, even more Android app developers can take advantage of all the speed improvements and features in the Android Emulator.
Android Emulator running on Windows 10 with AMD Processor
Screenshot Configuration: Asus ROG Strix GL 702ZC, Processor: AMD® Ryzen™ 7 1700 Processor, Chipset: AMD 5350, Graphics: AMD® Radeon™ RX580
Support for these technologies was initially available in the v27.3.8 Android Emulator canary release and today we are releasing this set of preview features (AMD processor & Hyper-V support) on the stable channel for more feedback. Alongside this update, we have added additional speed improvements in loading emulator snapshots for those developers using the Intel® Hardware Accelerated Execution Manager (HAXM).
How to use
Linux
If you use Linux for Android app development, the Android Emulator will continue to use the native Kernel-based Virtual Machine (KVM) hypervisor for both Intel and AMD based computers for a fast and performant virtualization solution. An update to the v27.3.8 Android Emulator will offer you the new snapshots UI along with improvements to performance, reliability and resource usage.
macOS
For OS X v10.10 Yosemite and higher, the Android Emulator uses the built-in Hypervisor.Framework by default, and falls back to using the Intel Hardware Accelerated Execution Manager (HAXM) if Hypervisor.Framework fails to initialize (such as when running on OS X v10.9 or earlier). Once you update to the latest Android Emulator on macOS, you will also have access to the new snapshots UI along with under the hood performance and reliability improvements.
Android Emulator - Snapshots Extended Controls
Microsoft Windows
On Intel x86-based computers, the Android Emulator will continue to use Intel HAXM by default. Intel HAXM is a mature and open-sourced hypervisor solution developed by Intel. Thanks to on-going development by Intel, the fastest emulator performance on Windows is still with Intel HAXM. To download the latest Intel HAXM v7.2.0, check for updates in the Android SDK Manager.
If you have an AMD processor in your computer you need the following setup requirements to be in place:
Enable via Windows Features: "Windows Hypervisor Platform"
Windows Hypervisor Platform setting in Windows 10
If you want to use Hyper-V at the same time as the Android Emulator on your Intel processor-based computer, you will also need the same Android Studio and Android Emulator versions as listed above, but with the additional requirements:
Enable via Windows Features: "Hyper-V" - Only available for Windows 10 Professional/Education/Enterprise
Intel Processor : Intel® Core™ processor that supports Virtualization Technology (VT-x), Extended Page Tables (EPT), and Unrestricted Guest (UG) features. Additionally VT-x needs to be enabled in the BIOS.
For more setup tips and troubleshooting details, check out the documentation page.
Again, for existing Windows users who have an Intel-based processor, the Android Emulator will continue to use the faster and recommended Intel HAXM configuration. For those using AMD processors, and those who use Hyper-V hypervisors, this should be an exciting step forward to start using the Android Emulator.
Next Steps & Feedback
Download the latest Android Emulator from the Android Studio 3.2 Beta SDK Manager for the latest performance updates across all supported platforms that you are using. We are going to continue to invest in performance improvements for each of the platforms and we look forward to your feedback and feature requests.
If you find a bug or issue, feel free to file an issue. Connect with us -- the Android Studio development team ‐ on our Google+ page or on Twitter.
In "What's new in Android P Beta" we mentioned two of the new text features in Android.. Now that Android P Beta 2 and the final APIs are here, it's time to dive deeper into what's new for text. We know that TextView is one of the most critical components of the Android view system. This is why we continue to invest in both developer- and user-facing features and API improvements.
PrecomputedText
Displaying text can be complex, encompassing features like multiple fonts, line spacing, letter spacing, text direction, line breaking, hyphenation and more. TextView has to do a lot of work to measure and lay out the given text: reading the font file, finding a glyph, decide the shape, measure the bounding box, and caching the word in an internal word cache. What's more, all of this work takes place on the UI thread, where it could potentially cause your app to drop frames.
We found that measuring text can take up to 90% of the time required to set the text. To solve this problem, in Android P and as part of Jetpack, we introduced a new API: PrecomputedText. This API is available as far back as API 14 via PrecomputedTextCompat.
PrecomputedText enables an app to perform the most time-consuming parts of text layout beforehand, even on a background thread, caching the layout result and returning valuable measurement data. The result of PrecomputedText.create(CharSequence, params) can then be set on a TextView. With this, only about 10% of the work remains to be done by the TextView.
Percentage of time taken to measure and layout text
// UI thread
val params: PrecomputedText.Params = textView.getTextMetricsParams()
val ref = WeakReference(textView)
executor.execute {
// background thread
val text = PrecomputedText.create("Hello", params)
val textView = ref.get()
textView?.post {
// UI thread
val textViewRef = ref.get()
textViewRef?.text = text
}
}
Magnifier
Even with features like Smart Text Selection, precisely selecting text can be challenging. Android P introduces the text Magnifier to improve the user experience of selecting text. The magnifier helps users precisely position the cursor or the text selection handles by viewing magnified text through a pane that can be dragged over the text.
Magnifying text in Android P
We wanted users to have the same experience across all apps, whether in custom widgets or during custom text-rendering, so we provided a Magnifier widget that can be applied to any view that is attached to a window. The Magnifier widget can provide a zoomed-in version of any view or surface, not just text.
The Magnifier has 3 main methods: show, update and dismiss. For example, you could call these methods when implementing onTouchEvent-handling for your custom view. This would cause the Magnifier to follow the user's finger along the screen.
The Linkify class, which has existed since API 1, allows adding links to text using regexes. On top of that, finding physical addresses spins up a WebView instance to produce the results, which can degrade the performance of the app requesting links. To make link resolution more accurate, especially for internationalized text, and to mitigate the performance degradation caused by the WebView, we created Smart Linkify. Smart Linkify can be accessed using TextClassifier API.
Smart Linkify uses machine-learning algorithms and models to recognize entities in text. This improves the reliability of the entities recognized. Smart Linkify can, based on entity type,suggest actions that the user can perform. For example, if Smart Linkify recognizes a phone number, the API suggests actions such as sending a text message, making a call, or adding to contacts.
Smart Linkify in Android P
To improve the performance of your app, move the work of generating and applying links to a background thread.
// UI thread
val text: Spannable = ...
val request = TextLinks.Request.Builder(text)
val ref = WeakReference(textView)
executor.execute {
// background thread
TextClassifier.generateLinks(request).apply(text)
val textView = ref.get()
textView?.post {
// UI thread
val textViewRef = ref.get()
textViewRef?.text = text
}
}
Line Height and Baseline Text Alignment
Designers sometimes provide layout specifications to developers that do not match existing TextView attributes perfectly. On Android P and in Jetpack we added three attributes, together with their corresponding functions, to help bridge this gap between how designers and developers work.
Setting line height
Before Android P, the spacing between lines could be controlled using the lineSpacingExtra and lineSpacingMultiplier attributes. However, designers will commonly provide these values as a simple line height, instead. For this reason, on Android P, we added the lineHeight attribute to set the line height of the text: that is, the distance between the top and bottom of a line (or distance between subsequent baselines). Under the hood, this attribute actually uses and modifies the existing lineSpacingExtra and lineSpacingMultiplier attributes.
Size of line height and font size
<TextView
android:layout_height="wrap_content"
android:layout_width="match_parent"
android:text="Lorem ipsum dolor sit amet"
app:lineHeight="50sp"/>
// or in code
TextView.setLineHeight(@Px int)
firstBaselineToTopHeight: Sets the distance between the TextView's top boundary and the baseline of the first line of the TextView. Under the hood this attribute updates the top padding.
lastBaselineToBottomHeight: Sets the distance between the TextView's bottom boundary and the baseline of the last line of the TextView. Under the hood, this attribute actually updates the bottom padding.
Distances between first base line to top and last baseline to bottom
<TextView
android:layout_height="wrap_content"
android:layout_width="match_parent"
android:text="Lorem ipsum dolor sit amet"
app:firstBaselineToTopHeight="28sp"
app:lastBaselineToBottomHeight="20sp"/>
// or in code
TextView.setFirstBaselineToTopHeight(@Px int)
TextView.setLastBaselineToBottomHeight(@Px int)
Text plays an important role in a vast majority of apps - it's a crucial part of an app's design language. Text is consumed by users, and it even renders emoji ?. We're continuing to invest in text, improving the experience of both app users and developers.
To learn more about working with text APIs and what's new in Android P for text, check out the Google I/O 2018 talk on "Best practices with text":
Posted by Kacey Fahey, Developer Marketing, Google Play
Join us in congratulating the latest apps and games entering the Android Excellence program on Google Play. This diverse group of apps and games is recognized for their high quality, great user experience, and strong technical performance. Whether you're interested in learning meditation or a new language, or are looking for a game about butterflies or warships, we're excited to dive in to these new collections.
Check out a few of our highlighted apps.
Beelinguapp: Learn a new language with this unique app. Read and listen to stories with side by side text of the language you're learning, while following along with your language as a reference.
Fortune City: If you're looking for a fun app to help manage your personal finances, learn how Fortune City teaches good budgeting habits as you build a prospering metropolis.
ShareTheMeal: Feed a child in need with one tap on your phone, or create a team to fight hunger together with your friends, using this app by the World Food Programme.
Test your skills with these highlighted games.
Animal Crossing™: Pocket Camp: Take on the role of campsite manager as you collect items to decorate and build your ultimate dream campsite. Meet animals, build friendships and invite your favorite animals over for a fun time.
Cash, Inc.: Be the big boss of your business empire in this fun game. Work your way up to join a community of business elites and become the most famous money tycoon.
Shadowgun Legends: Save humanity from an alien invader in an epic Story Campaign spanning over 200+ mission on 4 diverse planets. Along the way, customize your character, team up with friends, and become a celebrity of the Shadowgun Universe.
See the full list of Android Excellence apps and games.
Today we're rolling out Beta 3 of Android P, our next milestone in this year's Android P developer preview. With the developer APIs already finalized in the previous update, Beta 3 now takes us very close to what you'll see in the final version of Android P, due later this summer.
Android P Beta 3 includes the latest bug fixes and optimizations for stability and polish, together with the July 2018 security updates. It's a great way to test your apps now to make sure they are ready before the final release. Give Beta 3 a try and let us know what you think!
You can get Android P Beta 3 on Pixel devices by enrolling here. If you're already enrolled and received the Android P Beta 2 on your Pixel device, you'll automatically get the update to Beta 3. Partners who are participating in the Android P Beta program will also be updating their devices to Beta 3 over the coming weeks.
What's in this update?
Today's preview update includes the Beta 3 system images for Pixel devices and the Android Emulator, as well as an update to the Android Studio build tools to include D8 as independent tool. Beta 3 is an early release candidate build of Android with near-final system behaviors and the official Android P APIs (API level 28).
First, make your app compatible and give your users a seamless transition to Android P. Just install your current app from Google Play on an Android P Beta device or emulator and test -- the app should run and look great, and handle the Android P behavior changes properly. After you've made any necessary updates, we recommend publishing to Google Play right away without changing the app's platform targeting.
If you don't have a supported device, remember that you can instead set up an Android Virtual Device on the Android Emulator for your test environment. If you haven't tried the emulator recently, you'll find that it's incredibly fast, boots in under 6 seconds, and even lets you model next-gen screens -- such as long screens and screens with a display cutout.
Next, update your app's targetSdkVersion to 28 as soon as possible, so Android P users of your app can benefit from the platform's latest security, performance, and stability features. If your app is already targeting API 26+ in line with Google Play's upcoming policies, then changing to target API 28 should be a small jump. When you change your targeting, make sure your app supports all of the applicable behavior changes.
It's also important to test your apps for uses of non-SDK interfaces and reduce your reliance on them. As noted recently, Android P restricts access to selected non-SDK interfaces. Watch for logcat warnings that highlight direct uses of restricted non-SDK interfaces and try the new StrictMode method detectNonSdkApiUsage() to catch accesses programmatically. Where possible, you should move to using public equivalents from the Android SDK or NDK. If there's no public API that meets your use-case, please let us know.
When you're ready, dive into Android P and learn about the new features and APIs that you can use in your apps. To build with the new APIs, just download the official API 28 SDK and tools into Android Studio 3.1, or use the latest version of Android Studio 3.2. Then update your project's compileSdkVersion and targetSdkVersion to API 28.
Publish to Google Play alpha, beta, or production channels
As soon as you're ready, publish your APK updates that are compiled against, or optionally targeting, API 28. Publishing an update to Google Play during the preview lets you push updates to existing users to test compatibility on their devices.
To make sure that your updated app runs well on Android P as well as older versions, a common strategy is to use Google Play's beta testing feature. With beta testing you can get early feedback from a small group of users -- including Beta 3 users — and then do a staged rollout to production.
Also, the Android engineering team will host a Reddit AMA on r/androiddev to answer your technical questions about Android P on July 19 from 11:30-1 PM (Pacific Time). Look out for an announcement on r/androiddev in the coming weeks. We look forward to addressing your questions!
Posted by Paul Bankhead, Director, Product Management, Google Play
Every day, millions of people come to the Play Store to discover the best apps and games. As part of our continued effort to deliver great experiences to our users, we regularly update the Play Store to help people find and discover safe, high quality, and relevant apps and games.
Over the last year, we've been enhancing our search and discovery algorithms' consideration of app quality and user engagement. This means that apps and games that have high retention rates, low crash rates, low uninstalls, and many other factors, are recommended more often.
Recently, we increased the importance of engagement and app quality in our recommendation systems and users reacted favorably to the changes. With more high quality titles being surfaced in the Play Store's recommendations, people are playing the games they download more often.
We believe that providing great experiences for our users on Google Play will encourage a healthier, growing Android ecosystem. We encourage all developers to review some of the suggestions in this post and on developers.android.com for guidance and best practices.
Posted by
Nicole Borrelli, Android Developer, Programs Engineer
The Universal Android Music Player (or "UAMP") is a favorite on GitHub for music app developers with over 9,500 stars and 3,000 forks. Since UAMP was first released, Android development has changed significantly. ExoPlayer has improved, Architecture Components were introduced, and Kotlin became a first-class language for Android developers.
We decided that the best way to integrate the modern features for our beloved music app would be to re-write UAMP.
UAMP v2 was built from the ground up in Kotlin. The UI is built around ViewModels and LiveData. Playback, and particularly integration with MediaSessionCompat, was vastly simplified by utilizing the MediaSession extension of ExoPlayer.
There are some features from UAMP v1 that haven't been integrated into the new code yet. The missing features include Android TV with the Leanback library and remote playback via Google Cast. Even though these features aren't yet included in v2, we wanted to show you the new updates as soon as possible. The old code will continue to be available in the v1 branch on GitHub, so please take a look there to see how to use those features in a music app.
We would love your feedback on which features to add next. We are considering offline playback, improving the integration with Android Auto, and using the upcoming Navigation components of Jetpack for the UI. We'll be creating GitHub issues for features and improvements to help you let us know what is most important to you. Go vote on these features to let us know where we should focus our efforts.
We'd also like to invite you to open pull requests for bug fixes and features that are missing. See the contributions process for more information.