Category Archives: Android Developers Blog

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Grow your app or game business on Google Play with new best practices


Posted by Dom Elliott, Developer Marketing, Google Play


We've updated the Android Developers website with some useful information about Google Play and the Google Play Developer Console for new and existing developers alike.
Visit the site to understand more about:

The updated business guide to succeeding on Google Play is full of best practices and success stories from other developers grouped into five objectives. Here are a few new articles to check out:
Head to the best practice guide to check out more of the articles. We'll continue to post useful best practices and success stories here on the blog and to the guide so you can read them on the web or in the Playbook app. To stay up-to-date with our news and tips, opt in to emails from Google Play in the Developer Console (or subscribe here if you don't have a developer account).


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Future of Java 8 Language Feature Support on Android

Posted by James Lau, Product Manager 

At Google, we always try to do the right thing. Sometimes this means adjusting our plans. We know how much our Android developer community cares about good support for Java 8 language features, and we're changing the way we support them.

We've decided to add support for Java 8 language features directly into the current javac and dx set of tools, and deprecate the Jack toolchain. With this new direction, existing tools and plugins dependent on the Java class file format should continue to work. Moving forward, Java 8 language features will be natively supported by the Android build system. We're aiming to launch this as part of Android Studio in the coming weeks, and we wanted to share this decision early with you.

We initially tested adding Java 8 support via the Jack toolchain. Over time, we realized the cost of switching to Jack was too high for our community when we considered the annotation processors, bytecode analyzers and rewriters impacted. Thank you for trying the Jack toolchain and giving us great feedback. You can continue using Jack to build your Java 8 code until we release the new support. Migrating from Jack should require little or no work.

We hope the new plan will pave a smooth path for everybody to take advantage of Java 8 language features on Android. We'll share more details when we release the new support in Android Studio.

Detecting and eliminating Chamois, a fraud botnet on Android

Posted by Security Software Engineers—Bernhard Grill, Megan Ruthven, and Xin Zhao



Google works hard to protect users across a variety of devices and environments. Part of this work involves defending users against Potentially Harmful Applications (PHAs), an effort that gives us the opportunity to observe various types of threats targeting our ecosystem. For example, our security teams recently discovered and defended users of our ads and Android systems against a new PHA family we've named Chamois.

Chamois is an Android PHA family capable of:
  • Generating invalid traffic through ad pop ups having deceptive graphics inside the ad
  • Performing artificial app promotion by automatically installing apps in the background
  • Performing telephony fraud by sending premium text messages
  • Downloading and executing additional plugins

Interference with the ads ecosystem

We detected Chamois during a routine ad traffic quality evaluation. We analyzed malicious apps based on Chamois, and found that they employed several methods to avoid detection and tried to trick users into clicking ads by displaying deceptive graphics. This sometimes resulted in downloading of other apps that commit SMS fraud. So we blocked the Chamois app family using Verify Apps and also kicked out bad actors who were trying to game our ad systems.
Our previous experience with ad fraud apps like this one enabled our teams to swiftly take action to protect both our advertisers and Android users. Because the malicious app didn't appear in the device's app list, most users wouldn't have seen or known to uninstall the unwanted app. This is why Google's Verify Apps is so valuable, as it helps users discover PHAs and delete them.

Under Chamois's hood

Chamois was one of the largest PHA families seen on Android to date and distributed through multiple channels. To the best of our knowledge Google is the first to publicly identify and track Chamois.
Chamois had a number of features that made it unusual, including:
  • Multi-staged payload: Its code is executed in 4 distinct stages using different file formats, as outlined in this diagram.

This multi-stage process makes it more complicated to immediately identify apps in this family as a PHA because the layers have to be peeled first to reach the malicious part. However, Google's pipelines weren't tricked as they are designed to tackle these scenarios properly.
  • Self-protection: Chamois tried to evade detection using obfuscation and anti-analysis techniques, but our systems were able to counter them and detect the apps accordingly.
  • Custom encrypted storage: The family uses a custom, encrypted file storage for its configuration files and additional code that required deeper analysis to understand the PHA.
  • Size: Our security teams sifted through more than 100K lines of sophisticated code written by seemingly professional developers. Due to the sheer size of the APK, it took some time to understand Chamois in detail.

Google's approach to fighting PHAs

Verify Apps protects users from known PHAs by warning them when they are downloading an app that is determined to be a PHA, and it also enables users to uninstall the app if it has already been installed. Additionally, Verify Apps monitors the state of the Android ecosystem for anomalies and investigates the ones that it finds. It also helps finding unknown PHAs through behavior analysis on devices. For example, many apps downloaded by Chamois were highly ranked by the DOI scorer. We have implemented rules in Verify Apps to protect users against Herole.
Google continues to significantly invest in its counter-abuse technologies for Android and its ad systems, and we're proud of the work that many teams do behind the scenes to fight PHAs like Chamois.

We hope this summary provides insight into the growing complexity of Android botnets. To learn more about Google's anti-PHA efforts and further ameliorate the risks they pose to users, devices, and ad systems. For more details, keep an eye open for the upcoming "Android Security 2016 Year In Review" report.

Android Studio 2.3

By Jamal Eason, Product Manager, Android

Android Studio 2.3 is available to download today. The focus for this release is quality improvements across the IDE. We are grateful for all your feedback so far. We are committed to continuing to invest in making Android Studio fast & seamless for the millions of Android app developers across the world.

We are most excited about the quality improvements in Android Studio 2.3 but you will find a small set of new features in this release that integrate into each phase of your development flow. When designing your app, take advantage of the updated WebP support for your app images plus check out the updated ConstraintLayout library support and widget palette in the Layout Editor. As you are developing, Android Studio has a new App Link Assistant which helps you build and have a consolidated view of your URIs in your app. While building and deploying your app, use the updated run buttons for a more intuitive and reliable Instant Run experience. Lastly, while testing your app with the Android Emulator, you now have proper copy & paste text support.

What's new in Android Studio 2.3

For more detail about the features we added on top of the quality improvements Android Studio 2.3, check out the list of the new features below:
Build
  • Instant Run Improvements and UI Changes: As a part of our focus on quality, we have made some significant changes to Instant Run in Android Studio 2.3 to make the feature more reliable. The Run action will now always cause an application restart to reflect changes in your code that may require a restart, and the new Apply Changes action will attempt to swap the code while your app keeps running. The underlying implementation has changed significantly to improve on reliability, and we have also eliminated the startup lag for Instant Run enabled apps. Learn more.
New Instant Run Button Actions
  • Build Cache: Introduced but disabled by default in Android Studio 2.2, Build Cache is an underlying build optimization for faster builds in Android Studio. By caching exploded AARs and pre-dexed external libraries, the new build cached leads to faster clean builds. This is a user-wide build cache that is now turned on by default with Android Studio 2.3. Learn more.
Design
  • Chains and Ratios support in Constraint Layout: Android Studio 2.3 includes the stable release of ConstraintLayout With this release of ConstraintLayout, you can now chain two or more Android views bi-directionally together to form a group on one dimension. This is helpful when you want when you want to place two views close together but want to spread them across empty space. Learn more.
Constraint Layout Chains

ConstraintLayout also supports ratios, which is helpful when you want to maintain the aspect ratio of widget as the containing layout expands and contracts. Learn more about ratios. Additionally, both Chains and Ratios in ConstraintLayout can support programmatic creating with ConstraintSet APIs.

Constraint Layout Ratios

  • Layout Editor Palette: The updated widget palette in the Layout Editor allows you to search, sort and filter to find widgets for your layouts, plus gives you a preview of the widget before dragging on to the design surface. Learn more.

Layout Editor Widget Palette

  • Layout Favorites: You can now save your favorite attributes per widget in the updated Layout Editor properties panel. Simply star an attribute in the advanced panel and it will appear under the Favorites section. Learn more.

Favorites Attributes on Layout Editor Properties Panel
  • WebP Support: To help you save space in your APK, Android Studio can now generate WebP images from PNG assets in your project. The WebP lossless format is up to 25% smaller than a PNG. With Android Studio 2.3, you have a new wizard that converts PNG to lossless WebP and also allows you to inspect lossy WebP encoding as well. Right-click on any non-launcher PNG file to convert to WebP. And if you need to edit the image, you can also right-click on any WebP file in your project to convert back to PNG. Learn more.
WebP Image Conversion Wizard

  • Material Icon Wizard Update: The updated vector asset wizard supports search and filtering, plus it includes labels for each icon asset. Learn more.
Vector Asset Wizard

Develop
  • Lint Baseline: With Android Studio 2.3, you can set unresolved lint warnings as a baseline in your project. From that point forward, Lint will report only new issues. This is helpful if you have many legacy lint issues in your app, but just want to focus on fixing new issues. Learn more about Lint baseline and the new Lint checks & annotations added in this release.
Lint Baseline Support
  • App Links Assistant: Supporting Android App Links in your app is now easier with Android Studio. The new App Links Assistant allows you to easily create new intent filters for your URLs, declare your app's website association through a Digital Asset Links file, and test your Android App Links support. To access the App Link Assistant go to the following menu location: ToolsApp Link Assistant. Learn more.
App Links Assistant
  • Template Updates: By default, all templates in Android Studio 2.3 which use to contain RelativeLayout, now use ConstraintLayout. Learn more about templates and Constraint Layout. We have also added a new Bottom Navigation Activity template, which implements the Bottom Navigation Material Design guideline.

New Project Wizard Templates
  • IntelliJ Platform Update: Android Studio 2.3 includes the IntelliJ 2016.2 release, which has enhancements such as an updated inspection window and a notifications system. Learn more.
Test
  • Android Emulator Copy & Paste: Back by popular demand, we added back the Copy & Paste feature to the latest Emulator (v25.3.1). We have a shared clipboard between the Android Emulator and host operating system, which will allow you to copy text between both environments. Copy & Paste works with x86 Google API Emulator system images API Level 19 (Android 4.4 - Kitkat) and higher.

Copy & Paste support in Android Emulator

  • Android Emulator Command Line Tools: Starting with Android SDK Tools 25.3, we have moved the emulator from the SDK Tools folder into a separate emulator directory, and also deprecated and replaced the "android avd" command with a standalone avdmanager command. The previous command line parameters for emulator and "android avd" will work with the updated tools. We have also added location redirects for the emulator command. However, if you create Android Virtual Devices (AVDs) directly through the command line you should update any corresponding scripts. If you are using the Android Emulator through Android Studio 2.3, these change will not impact your workflow. Learn more.

To recap, Android Studio 2.3 includes these new features and more:

Develop
Build
Design
Test

Learn more about Android Studio 2.3 by reviewing the release notes.

Getting Started

Download
If you are using a previous version of Android Studio, you can check for updates on the Stable channel from the navigation menu (Help → Check for Update [Windows/Linux] , Android Studio → Check for Updates [OS X]). You can also download Android Studio 2.3 from the official download page. To take advantage of all the new features and improvements in Android Studio, you should also update to the Android Gradle plugin version to 2.3.0 in your current app project.
We appreciate any feedback on things you like, issues or features you would like to see. Connect with us -- the Android Studio development team -- on our Google+ page or on Twitter.

Getting Santa Tracker Into Shape


Posted by Sam Stern, Developer Programs Engineer

Santa Tracker is a holiday tradition at Google.  In addition to bringing seasonal joy to millions of users around the world, it's a yearly testing ground for the latest APIs and techniques in app development.  That's why the full source of the app is released on Github every year.


In 2016, the Santa team challenged itself to introduce new content to the app while also making it smaller and more efficient than ever before.  In this post, you can read about the road to a more slimmer, faster Santa Tracker.

APK Bloat

Santa Tracker has grown over the years to include the visual and audio assets for over a dozen games and interactive scenes.  In 2015, the Santa Tracker APK size was 66.1 MB.


The Android Studio APK analyzer is a great tool to investigate what made the 2015 app so large.

Screenshot from 2017-02-01 11:59:09.png


First, while the APK size is 66.1 MB, we see that the download size is 59.5MB! The majority of that size is in the resources folder, but assets and native libraries contribute a sizable piece.


The 2016 app contains everything that was in the 2015 app while adding four completely new games.  At first, we assumed that making the app smaller while adding all of that would be impossible, but (spoiler alert!) here are the final results for 2016:

Screenshot from 2017-02-01 12:06:23.png


The download size for the app is now nearly 10MB smaller despite the addition of four new games and a visual refresh. The rest of this section will explore how we got there.

Multiple APK Support on Google Play with APK Splits

The 2015 app added the "Snowdown" game by Google's Fun Propulsion Labs team.  This game is written in C++, so it's included in Santa Tracker as a native library.  The team gave us compiled libraries for armv5, armv7, and x86 architectures.  Each version was about 3.5MB, which adds up to the 10.5MB you see in the lib entry for the 2015 APK.


Since each device is only using one of these architectures, two thirds of the native libraries could be removed to save space - the tradeoff here is that we’ll publish multiple APKs.  The Android gradle build system has native support for building an APK for each architecture (ABI) with only a few lines of configuration in the app's build.gradle file:

ext.abiList = ['armeabi', 'armeabi-v7a', 'x86']
android {
   
   // ...
   splits {
       abi {
           // Enable ABI splits
           enable true
           // Include the three architectures that we support for snowdown
           reset()
           include(*abiList)
           // Also build a "universal" APK that will run on any device
           universalApk true
       }
   }
}


Once splits are enabled, each split needs to be given a unique version code so that they can co-exist in the Play Store:

// Generate unique versionCodes for each APK variant: ZXYYSSSSS
//   Z is the Major version number
//   X is the Minor version number
//   YY is the Patch version number
//   SSSS is information about the split (default to 0000)
// Any new variations get added to the front
import com.android.build.OutputFile;
android.applicationVariants.all { variant ->
   variant.outputs.each { output ->
       // Shift abi over by 8 digits
       def abiFilter = output.getFilter(OutputFile.ABI)
       int abiVersionCode = (abiList.indexOf(abiFilter) + 1)
       // Merge all version codes
       output.versionCodeOverride = variant.mergedFlavor.versionCode + abiVersionCode
   }
}


In the most recent version of Santa Tracker, we published versions for armv5, armv7, and x86 respectively.  With this change in place, 10.5MB of native libraries was reduced to about 4MB per variant without losing any functionality.

Optimize Images

The majority of the Santa Tracker APK is image resources. Each game has hundreds of images, and each image comes in multiple sizes for different screen densities. Almost all of these images are PNGs, so in past years we ran PNGCrush on all of the files and figured our job was done.  We learned in 2016 that there have been advancements in lossless PNG compression, and Google's zopfli tool is currently the state of the art.


By running zopflipng on all PNG assets we losslessly reduced the size of most images by 10% and some by as much as 30%. This resulted in almost a 5MB size reduction across the app without sacrificing any quality. For instance this image of Santa was losslessly reduced from 10KB to only 7KB.  Don't bother trying to spot the differences, there are none!


Before (10.2KB)
After (7.4KB)
santa-before.png
santa-before-zopfli.png


Unused Resources

When working on Santa Tracker engineers are constantly refactoring the app, adding and removing pieces of logic and UI from previous years. While code review and linting help to find unused code, unused resources are much more likely to slip by unnoticed.  Plus there is no ProGuard for resources, so we can't be saved by our toolchain and unused images and other resources often sneak into the app.


Android Studio can help to find resources that are not being used and are therefore bloating the APK.  By clicking Analyze > Run Inspection by Name > Unused Resources Android Studio will identify resources that are not used by any known codepaths.  It's important to first eliminate all unused code, as resources that are "used" by dead code will not be detected as unused.


After a few cycles of analysis with Android Studio's helpful tools, we were able to find dozens of unused files and eliminate a few more MB of resources from the app.

Memory Usage

Santa Tracker is popular all around the world and has users on thousands of unique Android devices.  Many of these devices are a few years old and have 512MB RAM or less, so we have historically run into OutOfMemoryErrors in our games.


While the optimizations above made our PNGs smaller on disk, when loaded into a Bitmap their memory footprint is unchanged.  Since each game in Santa Tracker loads dozens of images, we quickly get into dangerous memory territory.


In 2015 six of our top ten crashes were memory related. Due to the optimizations below (and others) we moved memory crashes out of the top ten altogether.

Image Loading Backoff

When initializing a game in Santa Tracker we often load all of the Bitmaps needed for the first scene into memory so that the game can run smoothly.  The naive approach looks like this:


private LruCache<Integer, Drawable> mMemoryCache;
private BitmapFactory.Options mOptions;
public void init() {
 // Initialize the cache
 mMemoryCache = new LruCache<Integer, Drawable>(240);
 // Start with no Bitmap sampling
 mOptions = new BitmapFactory.Options();
 mOptions.inSampleSize = 1;
}
public void loadBitmap(@DrawableRes int id) {
   // Load bitmap
   Bitmap bmp = BitmapFactory.decodeResource(getResources(), id, mOptions);
   BitmapDrawable bitmapDrawable = new BitmapDrawable(getResources(), bmp);
   
   // Add to cache
   mMemoryCache.put(id, bitmapDrawable);
}


However the decodeResource function will throw an OutOfMemoryError if we don't have enough RAM to load the Bitmap into memory.  To combat this, we catch these errors and then try to reload all of the images with a higher sampling ratio (scaling by a factor of 2 each time):

private static final int MAX_DOWNSAMPLING_ATTEMPTS = 3;
private int mDownsamplingAttempts = 0;
private Bitmap tryLoadBitmap(@DrawableRes int id) throws Exception {
   try {
       return BitmapFactory.decodeResource(getResources(), id, mOptions);
   } catch (OutOfMemoryError oom) {
       if (mDownSamplingAttempts < MAX_DOWNSAMPLING_ATTEMPTS) {
           // Increase our sampling by a factor of 2
           mOptions.inSampleSize *= 2;
           mDownSamplingAttempts++;
       }
   }
   throw new Exception("Failed to load resource ID: " + resourceId);
}


With this technique low-memory devices will now see more pixelated graphics, but by making this tradeoff we almost completely eliminated memory errors from Bitmap loading.

Transparent Pixels

As mentioned above, an image's size on disk is not a good indicator of how much memory it will use. One glaring example is images with large transparent regions.  PNG can compress these regions to near-zero disk size but each transparent pixel still demands the same RAM.


For example in the "Dasher Dancer" game, animations were represented by a series of 1280x720 PNG frames.  Many of these frames were dominated by transparency as the animated object left the screen.  We wrote a script to trim all of the transparent space away and record an "offset" for displaying each frame so that it would still appear to be 1280x720 overall. In one test this reduced runtime RAM usage of the game by 60MB! And now that we were not wasting memory on transparent pixels, we needed less downscaling and could use higher-resolution images on low-memory devices.

Additional Explorations

In addition to the major optimizations described above, we explored a few other avenues for making the app smaller and faster with varying degrees of success.

Splash Screens

The 2015 app moved to a Material Design aesthetic where games were launched from a central list of 'cards'. We noticed that half of the games would cause the card 'ripple' effect to be janky on launch, but we couldn't find the root cause and were unable to fix the issue.


When work on the 2016 version of the app we were determined to fix the game jank launch. After hours of investigation, we realized it was only the games fixed to the landscape orientation that caused jank when launched.  The dropped frames were due to the forced orientation change. To create a smooth user experience, we introduced splash screens in between the launcher Activity and game Activities.  The splash screen would detect the current device orientation and the orientation needed to play the game being loaded and rotate itself at runtime to match.  This immediately removed any noticeable jank from game launches and made the whole app feel smoother.

SVG

When we originally took on the task of reducing the size of our resources, using SVG images seemed like an obvious optimization.  Vector images are dramatically smaller and only need to be included once to support multiple densities.  Due to the 'flat' aesthetic in Santa Tracker, we were even able to convert many of our PNGs to tiny SVGs without much quality loss. However loading these SVGs was completely impractical on slower devices, where they would be tens or hundreds of times slower than a PNG depending on the path complexity.


In the end we decided to follow the recommendation limiting vector image sizes at 200x200 dp and only used SVG for small icons in the app rather than large graphics or game assets.

Conclusions

When we started building Santa Tracker 2016 we were faced with a daunting problem: how can we make the app smaller and faster while adding exciting new content? The optimizations above were discovered by constantly challenging each other to do more with less and considering resource constraints with every change we made. In the end we were able to incrementally make the Santa Tracker app as healthy as it has ever been ... our next job will be helping Mr. Claus work off all that extra cookie weight.

Welcome to Google Developer Day at Game Developer Conference 2017

Posted by Paul Bankhead, Director, Product Management, Google Play 

Mobile gaming is more popular than ever. Over the past year, we saw breakout hits, including Pokemon GO, Star Wars: Galaxy of Heroes, Clash Royale and Reigns introduce new, high quality gaming experiences on Google Play. Gamers around the world were also able to access Google Play more easily than ever before, helping developers reach a larger audience and grow their businesses. In 2016, nearly 300 million new (30 day active) users adopted Android devices from emerging markets such as India, Brazil, and Indonesia. And last year, more than 100 million new users were able to access locally relevant forms of payments (such as direct carrier billing or gift cards) helping more people globally access and buy their favorite apps and games on Google Play.

We've also focused heavily on polishing our software and hardware offerings to improve the overall gaming experience on Android. The release of Nougat delivered high-performance realtime 3D graphics with the Vulkan API and the launch of Pixel phones provided the first Daydream-ready devices tailored for immersive mobile VR. Elsewhere, the expansion of Firebase provided the tools and infrastructure to support developers throughout the lifecycle of their game with features like real-time analytics, push notifications, storage, and ads. To streamline the integration, Firebase is now completely available for C++ and Unity developers.
NEW FEATURES TO HELP YOU SUCCEED ON GOOGLE PLAY

Today, during our annual Developer Day at the Game Developers Conference, we introduced new tools to improve the overall discovery on Google Play, especially supporting developers who build high quality and engaging games.

  • Promoting high quality experiences based on engagement, not just installs: With the enormous variety of games available on Google Play, there are many instances when great games don't get the visibility and attention they deserve. Recently, we've begun tuning our algorithms to optimize for user engagement, not just downloads. This is one of our ways to reward quality, which for games means promoting titles with stickiness (strong engagement and retention metrics) as well as a more traditional measure like a high star rating.

  • Offer sales and increase purchases of premium games with strikethrough pricing: Available in the Google Play Developer Console starting today, strikethrough pricing allows developers to run their own price promotions on paid apps and games leading to greater awareness and conversion. During our pilot phase, developers not only saw a 3x–20x lift in installs during their promotions, they also maintained a nice lift once the sales ended.


  • More curation of high quality games through editorial pages: One more way we'll highlight quality games is through new editorial pages on the Play store launching later this month. These pages allow our editors to hand-select games exemplifying optimal gaming experiences on Android. They allow users to explore different game styles and genres with editorial reviews on themes such as epic RPGs and top racing games.

UPCOMING GAMES ON GOOGLE PLAY

At our Developer Day, we also gave attendees a sneak peek at some high-fidelity games coming to Google Play later this year. Including titles from major studios to indies, and even two new VR titles, there's something for every gamer!

Available for pre-registration on Google Play
  • TRANSFORMERS: Forged to Fight by Kabam is a new high-definition, action-fighting mobile game set in an immersive world. The game will feature authentic Transformers "more than meets the eye" action, allowing players to engage with Optimus Prime, Megatron and many other popular Autobots and Decepticons in a stunning 3D environment. The game will be available worldwide on April 5, 2017.
  • Battle Breakers is a new frenetic tactical role-playing game from Epic Games, powered by Unreal Engine 4. A vibrant fantasy sci-fi cartoon adventure, Battle Breakers lets you recruit and build a dream team from hundreds of unique heroes to battle monsters as you take back the Kingdom, one break at a time!
  • Injustice 2 lets you guide your stable of Super Heroes and Villains to victory. Expanding on the hit game Injustice: Gods Among Us, Injustice 2 delivers brand new characters, tons of exciting new modes and the look and fighting style that NetherRealm Studios is known for. Injustice 2 will be available on Google Play for Android devices in May.
Coming soon
  • Virtual Rabbids is the first VR Rabbids experience on mobile developed by Ubisoft Montpellier in collaboration with Bucharest. Available this spring on Daydream, players will find themselves in some of the most precarious situations as they race to save the planet.
  • Beartopia is a cooperative multiplayer village game by Spry Fox. Make friends, work together and grow a thriving community.
Later this afternoon, we'll host a series of lightning talks to share what it takes to launch successful VR and AR games, build with Firebase, implement machine learning in your game, and so much more. Visit our site for more info and the Google Developer Day schedule. For those who can't make it in person, watch the live stream!

This is just the start of what we have planned for 2017. We hope you can make use of these tools to improve your games, engage your audience, and grow your business and revenue.


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Keeping up to Date with the the Support Library

Posted by Agustin Fonts, Product Manager, Android Support Library

It's important to keep current when you're dealing with technology. That’s why we're constantly working to improve the quality of our software, particularly libraries that are linked into your apps, such as the Support Library.  The Support Library is a suite of libraries that provides backward compatibility along with additional features across many Android releases.


We have just released version 25.2 of the Support Library.  If you're making use of the android.support.v7.media.MediaRouter class in revision 25.1.1 or 25.1.0, we strongly recommend that you update due to a known issue.  If you haven't updated recently, you've missed out on some great bug fixes such as these:


25.2:
  • Corrected a severe mediarouter issue in which using an A2DP Bluetooth device and media routing APIs could cause the device to become unresponsive, requiring a reboot
  • Showing a slide presentation with screen mirroring no longer causes the device to disconnect from Wi-Fi
  • Media button now properly handles media apps that did not register themselves with setMediaButtonReceiver()
  • TextInputLayout correctly overlays hint and text if text is set by XML (AOSP issue 230171)
  • Corrected a memory leak in MediaControllerCompat (AOSP issue 231441)
  • RecyclerView no longer crashes when recycling view holders (AOSP issue 225762)

Reporting (and fixing) a Bug


The Support Library is developed by the Android Framework and Developer Relations teams, and, just like the Android platform, you can file bugs using the AOSP issue tracker, or submit fixes to our Git repository. Your feedback is critical in helping us to make the Support Library the most productive environment to use for developing Android applications.

Publish your app with confidence from the Google Play Developer Console

Posted by Kobi Glick, Product Manager, Google Play

Publishing a new app, or app update, is an important and exciting milestone for every developer. In order to make the process smoother and more trackable, we're announcing the launch of a new way to publish apps on Google Play with some new features. The changes will give you the ability to manage your app releases with more confidence via a new manage releases page in the Google Play Developer Console.




Manage your app updates with clarity and control

The new manage releases page is where you upload alpha, beta, and production releases of your app. From here, you can see important information and the status of all your releases across tracks.

The new manage releases page.
Easier access to existing and new publishing features

Publishing an app or update is a big step, and one that every developer wants to have confidence in taking. To help, we've added two new features.
First, we've added a validation step that highlights potential issues before you publish. The new "review and rollout" page will appear before you confirm the roll out of a new app and flag if there are validation errors or warnings. This new flow will make the app release process easier, especially for apps using multi-APK. It also provides new information; for example, in cases where you added new permissions to your app, the system will highlight it.


Second, it's now simpler to perform and track staged roll-outs during the publishing flow. With staged rollouts, you can release your update to a growing % of users, giving you a chance to catch and address any issues before affecting your whole audience.

If you want to review the history of your releases, it is now possible to track them granularly and download previous APKs.

Finally we've added a new artifacts library under manage releases where you can find all the files that help you manage a release.
Start using the new manage releases page today
You can access the new manage releases page in the Developer Console. Visit the Google Play Developer Help Center for more information. With these changes, we're helping you to publish, track and manage your app with confidence on Google Play.


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Build flexible layouts with FlexboxLayout

Posted by Takeshi Hagikura, Developer Programs Engineer

At Google I/O last year we announced ConstraintLayout, which enables you to build complex layouts while maintaining a flat view hierarchy. It is also fully supported in Android Studio's Visual Layout Editor.

At the same time, we open sourced FlexboxLayout to bring the same functionalities of the CSS Flexible Layout module to Android. Here are some cases where FlexboxLayout is particularly effective.

FlexboxLayout can be interpreted as an advanced LinearLayout because both layouts align their child views sequentially. The significant difference between LinearLayout and FlexboxLayout is that FlexboxLayout has a feature for wrapping.

That means if you add the flexWrap="wrap" attribute, FlexboxLayout puts a view to a new line if there is not enough space left in the current line as shown in the picture below.


One layout for various screen sizes

With that characteristic in mind, let's take a case where you want to put views sequentially but have them move to new lines if the available space changes (due to a device factor, orientation changes or the window resizing in the multi-window mode).


Nexus5X portrait


Nexus5X landscape

Pixel C with multi window mode enabled, divider line on the left.


Pixel C with multi window mode enabled, divider line on the middle.


Pixel C with multi window mode enabled, divider line on the right.

You would need to define multiple DP-bucket layouts (such as layout-600dp, layout-720dp, layout-1020dp) to handle various screen sizes with traditional layouts such as LinearLayout or RelativeLayout. But the dialog above is built with a single FlexboxLayout.

The technique used in the example is setting the flexWrap="wrap" as explained above,

<com .google.android.flexbox.flexboxlayout 
     android:layout_width="match_parent" 
     android:layout_height="wrap_content" 
     app:flexwrap="wrap">
then you can get the following layout where child views are aligned to a new line instead of overflowing its parent.




Another technique I'd like to highlight is setting the layout_flexGrow attribute to an individual child. This helps improve the look of the final layout when free space is left over. The layout_flexGrow attribute works similar to the layout_weight attribute in LinearLayout. That means FlexboxLayout will distribute the remaining space according to the layout_flexGrow value set to each child in the same line.

In the example below, it assumes each child has the layout_flexGrow attribute set to 1, so free space will be evenly distributed to each of them.
 <android .support.design.widget.TextInputLayout
     android:layout_width="100dp"
     android:layout_height="wrap_content" 
     app:layout_flexgrow="1">



You can check out the complete layout xml file in the GitHub repository.

RecyclerView integration 

Another advantage of FlexboxLayout is that it can be integrated with RecyclerView. With the latest release of the alpha version the new FlexboxLayoutManager extends RecyclerView.LayoutManager, now you can make use of the Flexbox functionalities in a scrollable container in much more memory-efficient way.

Note that you can still achieve a scrollable Flexbox container with FlexboxLayout wrapped with ScrollView. But, you will be likely to experience jankiness or even an OutOfMemoryError if the number of items contained in the layout is large, as FlexboxLayout doesn't take view recycling into account for the views that go off the screen as the user scrolls.

(If you would like to learn more about the RecyclerView in details, you can check out the videos from the Android UI toolkit team such as 1, 2)

A real world example where the RecyclerView integration is useful is for apps like the Google Photos app or News apps, both expect large number of items while needing to handle various width of items.

One example is found in the demo application in the FlexboxLayout repository. As you can see in the repository, each image shown in RecyclerView has a different width. But by setting the flexWrap setting to wrap,

FlexboxLayoutManager layoutManager = new FlexboxLayoutManager();
layoutManager.setFlexWrap(FlexWrap.WRAP);
and setting the flexGrow (as you can see, you can configure the attributes through FlexboxLayoutManager and FlexboxLayoutManager.LayoutParams for child attributes instead of configuring it from xml) attribute to a positive value for each child,
void bindTo(Drawable drawable) {
  mImageView.setImageDrawable(drawable);
  ViewGroup.LayoutParams lp = mImageView.getLayoutParams();
  if (lp instanceof FlexboxLayoutManager.LayoutParams) {
    FlexboxLayoutManager.LayoutParams flexboxLp = 
        (FlexboxLayoutManager.LayoutParams) mImageView.getLayoutParams();
    flexboxLp.setFlexGrow(1.0f);
  }
}
you can see every image fits within the layout nicely regardless of the screen orientation.



If you would like to see complete FlexboxLayout example, you can check:


What's next?

Check out the full documentation for other attributes to build flexible layouts tailored for your needs. We're very open to hear your feedback, if you find any issues or feature requests, please file an issue on the GitHub repository.



And the winners of the Google Play Indie Games Contest in Europe are…

Posted by Matteo Vallone, Google Play Games Business Development


Today, at Saatchi Gallery in London, we hosted the final event of the first Google Play Indie Games Contest in Europe. The 20 finalists, selected from nearly 1000 submissions, came from 12 countries to showcase their games to an excited room of gamers, industry experts and press. Selected based on the votes of the attendees and the Google Play team, the Top 10 pitched in front of a jury of industry experts who chose the top winners.


Stay tuned for more pictures and a video of the event.

Without further ado, join us in congratulating the winners!

Winner & Unity prize winner:

Reigns, by Nerial, from the United Kingdom

You are the King. For each decision, you only have two choices. Survive the exercise of power and the craziness of your advisors... as long as you can.

Runners up:


The Battle of Polytopia, by Midjiwan AB, from Sweden

A turn based strategic adventure. It's a game about ruling the world, fighting evil AI tribes, discovering new lands and mastering new technologies.
Causality, by Loju, from the United Kingdom

A puzzle about manipulating time, altering the sequence of events and changing the outcome of each level to help a group of astronauts find a route to safety.


The other top games selected by the event attendees and the Google Play team are:


Blind Drive, by Lo-Fi People, from Israel

You're driving blindfolded as a mysterious voice gives you suicidal commands on the phone. Survive on-rushing vehicles using only your hearing to guide you.
Gladiabots, by GFX47, from France

A competitive tactical game in which you design the AI of your robot squad. Use your own strategy, refine it online and fight for the top of the leaderboard.
Happy Hop: Kawaii Jump, by Platonic Games, from Spain

This isn't just an original one-tap endless hopper, it's also the cutest one. Ever wondered what's in the end of the rainbow? That would be Happy Hop.
Lost in Harmony, by Digixart Entertainment, from France

Experience music in a new way with the combination of rhythmic tapping and choreographic runner to go through two memorable journeys with Kaito and M.I.R.A.I.
Paper Wings, by Fil Games, from Turkey

A fast-paced arcade game which puts you in control of an origami bird. Avoid the hazards and collect the falling coins to keep your paper bird alive.
Pinout, by Mediocre, from Sweden

A breathtaking pinball arcade experience: race against time in a continuous journey through this canyon of pulsating lights and throbbing retro wave beats.
Rusty Lake: Roots, by Rusty Lake, from Netherlands

James Vanderboom's life drastically changes when he plants a special seed in the garden. Expand your bloodline by unlocking portraits in the tree of life.



Check out the prizes
The prizes of this contest were designed to help the winners showcase their art and grow their business on Android and Google Play, including:
  • YouTube influencer campaigns worth up to 100,000 EUR
  • Premium placements on Google Play
  • Tickets to Google I/O 2017 and other top industry events
  • Promotions on our channels
  • Special prizes for the best Unity game
  • And more!
What’s next?
The week is not over just yet for Indie games developers. Tomorrow we are hosting the Indie Games Workshop for all indie games developers from across EMEA in the new Google office in Kings Cross.

It’s been really inspiring to see the enthusiasm around this inaugural edition, and the quality and creativity of the indie games developed across the eligible European countries. We are looking forward to bringing a new edition of the contest to you in late 2017.

Many thanks again to everyone who entered the contest. We can’t wait to see the amazing games that you will create this year to delight Android users.

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