Tag Archives: android developers

All About Updates: More Treble

Posted by Iliyan Malchev, Project Treble Architect

Android 10, our newest release, brings helpful tools for both developers and consumers like suggested actions in Smart Reply to help you multitask faster, Dark theme for battery saving, Focus mode that keeps you from digital distractions, and more. And with almost 50 changes related to privacy and security, Android 10 gives you greater protection, transparency, and control over your data than ever before. It is important to both users and developers that these new releases find their way to mobile devices as fast as possible. In this post, we’ll share an update on the progress we’ve made with Project Treble, an initiative to help manufacturers update devices to new versions of Android more quickly.

Wait and See

When we launched Project Treble with Android 8.0 Oreo, we asked ourselves if our investment would pay off. There were two factors to consider in measuring the effectiveness of the program:

  • Complexity: The new architecture was a major overhaul, meaning it could only be implemented for devices launching with Android 8.0 Oreo and not for devices upgrading from Android 7.0 Nougat and older versions.
  • Time: We had to wait until we released Android 9 Pie to measure the rate of upgrades from Oreo and compare this number to the previous releases.

The Partner Beta Program

One of the earliest indications that Project Treble was having a positive effect was our ability to run the Beta program for Android 9 Pie on many more devices from more manufacturers. In addition to Google Pixels, we had 7 device models from 7 OEMs supporting Android 9 Pie Beta.

With Android 10, this year, we increased the number of devices to 18 (again, in addition to Pixels), representing 12 OEMs. This represents a significant increase over the previous year and shows that Project Treble is having an impact.

Distribution Chart

Beta releases are great, but how did we fare on actual upgrades? To answer this question, we considered two points in time. The first point is right before we released Android 9. The second point is right before we released Android 10. By each of these points in time, the previous release had had a year to reach devices.

In late July, 2018, just before Android 9 Pie was launched in AOSP, Android 8.0 (Oreo) accounted for 8.9% of the ecosystem. By comparison, in late August 2019, just before we launched Android 10, Android 9 (Pie) accounted for 22.6% of the ecosystem. This makes it the largest fraction of the ecosystem, and shows that Project Treble has had a positive effect on updatability.

Graph of Android Oreo Adoption rate

The adoption of Android Pie has been much higher than that of Android Oreo and Oreo MR1 when measured relative to the launch date.

Continuous Improvements in Updatability

The progress shown above results from work we did in Android 8.0 Oreo. We have made serious improvements with Android 9 Pie as well. The most significant one was our behind-the-scenes collaboration with silicon manufacturers. This work had the effect of reducing the average time to upgrade by more than 3 months, and we expect to see upgrades from Android 9 to Android 10 noticeably sooner this year.

There is also the sheer amount of hardening work on the architecture. We completed the seal between the vendor and system components of Android, which ensures that new versions of the top part of the OS run on older versions provided by our partners. We formalized the interface to the Android Linux kernel, expanded the Treble test suite (VTS), and did so much more. As a result, upgrades from Android 9 to Android 10 are going much more smoothly, as evidenced by direct feedback from our OEM and silicon partners.

We are beginning to see the effects already. This year, we saw two OEMs issue software updates to Android 10 on the day we announced it: Xiaomi and Essential. On the same day, OnePlus started a public beta program, and just a few days later, they started updating devices. HMD Global’s Nokia 8.1 just started receiving the update this week. In addition to these partners, many manufacturers such as ASUS, LG, Motorola, OPPO, Realme, Samsung, Sharp, Sony, Transsion, and Vivo have committed to updating some of their devices to Android 10 by the end of the year. Plus, new devices are already hitting shelves with Android 10, such as the OnePlus 7T. We are very excited that Samsung announced an open beta for Android 10 on their devices and started the rollout on October 12th, compared to November 15th last year.

The ROM developer community benefits from improved updatability as well. Mere days after the Android 10 launch, external developers ported it to 15 devices that launched on Android 8 and 9. This work was made much easier thanks to Project Treble, and we are very excited about the potential for open-source development on the OS. We made this even easier by publishing Google-signed Generic System Images (GSIs) and GMS binaries on android.com, as well as posting detailed instructions for developers to try them on their own.

DSU and Project Mainline

In Android 10, we delivered Dynamic System Updates (DSU). For every device launching on Android 10 that supports DSU, developers are able to install Google-signed Generic System Images and boot into them without having to touch the factory ROMs on their devices. We showcased this work at Google I/O, switching painlessly between GSIs and Factory ROMs on Pixel devices.

We also implemented Project Mainline, which allows Google to update directly, via the Play Store, components of the OS that are critical to security and app compatibility. Project Mainline is to the core of the Android OS what Project Treble is to its foundation. It is a dramatic improvement in the velocity of updates of the OS components that fall under its umbrella.

Project Mainline also builds on the work we've done on a less obvious part of Android, called Google Mobile Services (GMS), which has been receiving updates in this way for years. GMS is the part of your Android device that makes it work seamlessly with all of Google's services. Yet another piece, called Webview, is at the core of your browser and every application that interacts with the web. This security- and correctness-critical component also gets updated via Play Store.

Looking Forward

The Android ecosystem is truly vast. There are hundreds of phone manufacturers, dozens of SoC (mobile CPU) models, and thousands of very different devices. Creating an updatability architecture that covers all of them is a complex task. Android is committed to updatability in all forms, whether it’s real-time updates to first- and third-party apps, developer libraries such as Jetpack, or regular security updates for Android devices.

It has been exciting to see the impact of our efforts on updatability. We have a lot more work to do, and we are tirelessly investing on improving updates. I am proud of the progress we all—Android, Google at large, and our many partners—have made so far. I am very optimistic about the future and look forward to sharing our work for the next release of Android.

Celebrating 1 year of Google Play’s Academy for App Success

Posted by Dan Lavelle, Head of Learning Operations, Google Play

One year ago, we introduced the Academy for App Success , an e-learning platform to help apps and games businesses who want to grow on Android and Google Play. In that time we've seen tens of thousands of people register for free learning, complete over 50,000 courses, and provide an average course rating of 4.66 out of 5 stars. Thank you to everyone who has spent time learning about best practices, Play Console features, policies and other aspects that are critical to growing your business - we hope to see more of you in the future.

New content and features

Since the debut of Play Academy, we've been working hard to expand our offering to cover the topics you want to learn about. In this time, we have:

  • Created and updated 30+ courses
  • Localized Play Academy in 9 additional languages
  • Developed tailored content for specific markets, such as India, Indonesia and Korea
  • Launched content updates to share the best of GDC and Google I/O
  • Refreshed the visual experience.

We've also been listening to your feedback and have updated Play Academy with content to cover key areas that might interest you:

illustration for Google Play policy illustration for Subscription model for games Track installs, uninstalls, and upgrades

Google Play policy

Subscription model for games

Track installs, uninstalls, and upgrades


What's next?

Our goal at Play Academy is to provide you with a free learning resource to optimize your use of Play Console features, learn best practices to apply to your app or game business, and stay on the right side of Google Play policy.

Over the coming year, we will continue to create and update content in these key areas, in addition to investing in new learning formats to complement our interactive e-learning content.

Start learning now!

At Google Play, we're looking forward to another great year of learning with you.

It's easy to get started with Play Academy - simply head to g.co/playacademy, sign up for your free account, and choose from over 75 e-learning courses and assessments. While you're there, leave a rating and review on any courses you complete.

How useful did you find this blog post?

Android Automotive OS updates for developers

Posted by Madan Ankapura, Product Manager, Android

Google’s vision is to bring a safe and seamless connected experience to every car. Since 2017, we have announced collaborations with vehicle manufacturers like Volvo Car Group, General Motors and others to power infotainment systems with Android Automotive OS, Google’s open-source Android platform, and to enable integration of Google technology and services. Now with the reveal of Volvo’s XC40 Recharge and the previously announced Polestar 2, we are making progress on our vision with these brand new, customized infotainment systems that feature real-time updates to the Google Assistant, Google Maps and automotive apps created by Google, and the global developer community.

Volvo XC40 carVolvo XC40 infotainment unit

Volvo XC40 Recharge & its infotainment unit

With more manufacturers adding Android Automotive OS based infotainment systems to their vehicles, app developers have an opportunity to reach even more users with innovative, and drive optimized experiences.

Concept image from GM on Maps & Media integration

Concept image from GM on Maps & Media integration

Developing & testing media apps on emulator

At Google I/O 2019, we published design guidelines for developing media apps for cars, added wizard support to Android Studio, updated emulator to have car specific controls and the Android Automotive OS emulator system image. These latest features helped Android developers start to design, as well as develop and test their existing media apps to run on Android Automotive OS (review developer documentation here).

Today, we’re announcing that developers can download an updated Android Automotive OS emulator system image that includes the Google Play Store. This means developers no longer have to wait to get their hands on a vehicle, but can design, develop, run apps right within the emulator, and can now test distribution via Play Console by requesting access.

In addition to the apps announced at Google I/O, more media app developers, including Amazon Music, Audioburst and YouTube Music, are adapting their apps for Android Automotive OS. The process of porting existing media apps that support Android Auto to this platform is simple and requires minimal development resources.

Audioburst, Amazon Music and YouTube Music running on the Android Automotive OS emulator

Audioburst, Amazon Music and YouTube Music running on the Android Automotive OS emulator

And if you want to learn more about creating apps for Android Automotive OS — join us at Android Dev Summit 2019. Come talk to us in our sandbox, tune in via livestream on YouTube, or post on the automotive-developers Google Group or Stack Overflow using android-automotive tags.

We hope to see you there!

Expand your app beyond mobile to reach Android users at large

Posted by Sameer Samat, Vice President, Platforms & Ecosystems

dark theme graphic illustration with geometric shapes and Android 2019 logo

From day one, we designed Android to be a flexible, adaptive platform.

Most people picture a smartphone when they think of Android, but Android also powers an amazing number of large-screen devices. In fact, there are more than 175 million Android tablets with the Google Play store,1 making Android tablets a vital form factor for Google and our OEM partners today. Android apps also run on Chrome OS laptops, and the number of monthly active users who enabled Android apps grew 250% in just the last year.2

Here at Google, we’re excited to see how you can take advantage of large-screen formats - including Samsung’s new Galaxy Tab S6, the upcoming Lenovo™ Smart Tab M8 with Google Assistant, the upcoming Samsung Fold, and other devices launching this week at IFA. Our OEM partners are building experiences that help users every day:

image of two quotes

From the start, Android was designed as a platform that could handle multiple screen sizes. Over the years, we’ve continued to add functionality for developers to accommodate new devices and form factors.

  • We started with a phone. Developers could write Android apps that would work on phones of all sizes, all over the world. Part of what made this work was Android’s resource and layout system, which enabled applications to smoothly adapt to different screen sizes.
  • In Android 3.0 Honeycomb, we added support for tablets. In particular, capabilities like Fragments allow you to create applications that work across vastly different form factors.
  • Android 7 Nougat brought multi-window and multi-display capabilities, including the ability to drag-and-drop across apps. Meanwhile, Chrome OS added the capability to run Android applications on laptops. With some adjustments to handle different inputs and windowing dynamics, you could now reach app users in a desktop-style environment.
Android’s layout system helps applications smoothly resize and adjust their layout interactively.

Android’s layout system helps applications smoothly resize and adjust their layout interactively.

  • Now, in Android 10, we’ve made even more enhancements for development on large screens. We’ve improved multi-window capabilities, making it easier to use multiple apps in parallel. We also continued improving multi-display support, enabling more multi-monitor use cases. And we made it easy for you to experiment and test new form factors by adding dedicated emulator for foldables as well as publishing a foldables guide.

By optimizing your app to take advantage of different form factors, developers have an opportunity to deliver richer, more engaging experiences to millions of users on larger screens. And if you don’t have access to physical devices, the Android Emulator supports all of the form factors mentioned above, from Chrome OS to phones and tablets.


Developers of apps like Mint, Evernote, and Asphalt are just a few who have seen success from taking their existing APK to larger screens.

image of a single quote from Damien Marchi, VP of Marketing at Gameloft

To learn more about optimizing your Android apps for richer experiences on tablets, Chrome OS laptops, foldables, and more, join us at the Android Developer Summit on October 23-24 — either in person or via the livestream — or check out our recap videos on YouTube.

Sources:

[1] The number of tablets only accounts for devices that have the Google Play Store installed (for example, this excludes tablets in China); the actual number of tablets capable of running Android applications is much larger.

[2] Google Internal Data, March 2018 to March 2019.

The Google Play store’s visual refresh

Boris Valusek, Design Lead, Google Play

The Google Play Store has over two billion monthly active users coming to find the right app, game, and other digital content. To improve the overall store experience, we’re excited to roll out a complete visual redesign. Aligning with Material design language, we’re introducing several user-facing updates to deliver a cleaner, more premium store that improves app discovery and accessibility for our diverse set of users.

Google Play store's visual refresh

To make browsing faster and easier, we’ve introduced a new navigation bar at the bottom of the Play Store on mobile devices and a new left navigation on tablets and Chrome OS. There are now two distinct destinations for games and apps, which helps us better serve users the right kind of content. Once users find the right app or game, the updated store listing page layout surfaces richer app information at the top of each page as well as a more prominent call-to-action button. This makes it easier for users to see the important details and make a decision to install your app. You’ll also notice our new icon system with a uniform shape, helping content to stand out more over UI. If you haven’t done so already, make sure to update your icon following the new icon specifications as soon as possible.

If you’re looking for best practices to make a compelling store listing page, we have several resources to help. To ensure your page resonates well with Android users, use store listing experiments to test for the best app icon, images, video, and descriptions on Google Play. You can also tailor your marketing messages to specific user groups based on their country, install state or even pre-registration by creating custom store listings. For even more, try our free e-learning resource, Academy for App Success.

How useful did you find this blogpost?

Nexon increases day 60 retention and monetization with pre-registration rewards

Posted by Kacey Fahey, Google Play Developer Marketing

Nexon Korea Company has published several games across PC, mobile, and console. With the launch of their mobile game FAITH, a MMORPG released exclusively in Japan, they wanted to promote the game before launch and find a way to capture early consumer demand that would help boost early installs at launch.

What they did

Nexon ran a pre-registration campaign on Google Play with a multi-channel marketing campaign driving players to pre-register and receive an exclusive pre-registration reward. Their campaign used consistent creative assets throughout TV commercials, YouTube influencer campaigns, social media, performance marketing campaigns, and more. Offering a pre-registration reward provided an incentive and benefit for players who pre-registered on Google Play during the month-long campaign leading up to launch.

Banner for mobile game FAITH, a MMORPG released exclusively in Japan

“It was very easy to run, since the steps to activate the campaign were very clear and simple. All we needed to do was prepare the store assets and APK, then set them up in the Google Play Console,” said Hyomin Kim, Head of Platform Partnerships at Nexon Korea Corporation. Their exclusive pre-registration reward of 300 diamonds (in-game currency) was set up as a unique managed product as part of the campaign. At launch, Google Play provides the reward to all players who pre-registered, allowing Nexon to consume and grant the reward to players in-game using the Google Play Billing API. Not only did this create additional value for users, but it allowed Nexon to identify those who pre-registered in-game so they could measure the cohort’s performance after launch. Once the game became available on launch day, everyone who pre-registered on Google Play received a notification to install.

Results

Nexon reported they had historically seen around 50% of Google Play pre-registrations convert to installs. By offering a pre-registration reward for FAITH, they increased their conversion rate by 20%. And not only that, the campaign drove other strong performance metrics with players who pre-registered for FAITH on Google Play having almost 50% higher day 60 retention than those who did not pre-register. This audience has also shown stronger monetization behavior, with over 70% higher ARPDAU than non-pre-registrants.

“Google Play pre-registration is now a ‘must-do’ strategy when Nexon launches games. From our previous experience, Google Play pre-registration is one of the most effective pre-registration platforms amongst all the channels we utilize, especially for organic impressions and installation conversion,” said Kim.

Get started

All app and game developers can run pre-registration campaigns and offer a pre-registration reward. Get started today!

Gesture Navigation: A Backstory

Posted by Allen Huang and Rohan Shah, Product Managers on Android UI

mobile ui

One of the biggest changes in Android Q is the introduction of a new gesture navigation. Just to recap - with the new system navigation mode - users can navigate back (left/right edge swipe), to the home screen (swipe up from the bottom), and trigger the device assistant (swipe in from the bottom corners) with gestures rather than buttons.

By moving to a gesture model for system navigation, we can provide more of the screen to apps to enable a more immersive experience.

We wanted to give folks an inside look at how we’ve approached this challenge, the rationale, and some of the trade-offs as well. There is some nerding out on design around gestures ahead, but hopefully it provides some insight into our process and how we balance the developer and OEM ecosystem in service of users. If you’re looking for more detail on how to handle these changes as an app developer, check out Chris’s “Going edge-to-edge” article series.

Why gestures?

One of the amazing things about Android is the opportunity for app developers and Android partners to try new, innovative approaches on the phone.

In the last 3 years, we’ve seen gesture navigation patterns proliferate on handheld devices (though gestures have been around as early as 2009!).

This trend was led by innovative Android partners and Android apps trying some very cool ideas (for example: Fluid NG, XDA).

When we started researching this more, we honed in on the user benefits:

  1. Gestures can be a faster, more natural and ergonomic way to navigate your phone
  2. Gestures are more intentional than software buttons that you might trigger just by grabbing your phone
  3. Gestures enable a more immersive experience for apps by minimizing how much the system draws over app content, i.e. HOME/BACK buttons and the bar they sit on - especially as hardware trends towards bigger screens and smaller bezels

It wasn’t all roses though - we also saw issues with many of the gesture modes:

  1. Gestures don’t work for every user
  2. Gestures are harder to learn and can take some adjustment
  3. Gestures can interfere with an app’s navigation pattern

But most of all, we realized that there was a larger issue of fragmentation when different Android phones had different gestures, especially for Android developers.

Over the last year, we worked with partners like Samsung, Xiaomi, HMD Global, OPPO, OnePlus, LG, Motorola, and many others to standardize gesture navigation going forward. To ensure a consistent user and developer experience, the Android Q gestures will be the default gesture navigation for new Q+ devices.

Understanding that these gestures don’t work for every user, especially those with more limited dexterity and mobility, three-button navigation will continue to be an option on every Android device.

So why these gestures?

We started with research to understand how users held their phones, what typical reach looked like, and what parts of the phone users used the most. From there, we built many prototypes that we tested across axes like desirability, speed-of-use, ergonomics, and more. And we put our ultimate design through a range of studies - how quickly users learned the system, how quickly users got used to the system, how users felt about it.

A unique element of Android navigation since the very beginning is the Back button. It is appreciated by many users that find Android easier to navigate and learn (despite many debates on what the “correct” behavior is) -- and it's used a lot! In fact, 50% more than even Home. So one of our design goals was to make sure the back gesture was ergonomic, dependable, and intuitive -- and we prioritized this goal above other less frequent navigation such as drawers and recents.

Looking at the reachability charts below, we designed our two core gestures (Back and Home) to coincide with the most reachable/comfortable areas and movement for thumbs.

Phone screen heatmaps showing where users can comfortably do gestures, holding the phone in only one hand

Phone screen heatmaps showing where users can comfortably do gestures, holding the phone in only one hand

As mentioned, we built prototypes of many different gesture models, comparing user ratings and timed user tasks on what ultimately became the Q model to several other navigation paradigms. Here’s a few graphs showing the results of our testing:

Comparison of user ratings for ergonomics and one-handed use across different navigation modes (higher is better)

Comparison of user ratings for ergonomics and one-handed use across different navigation modes (higher is better)


Comparison of average time required to complete Home/Back tasks across various navigation modes (lower is better)

Comparison of average time required to complete Home/Back tasks across various navigation modes (lower is better)


Comparison of average time required to complete Overview/Recents-based tasks across various navigation modes (lower is better)

Comparison of average time required to complete Overview/Recents-based tasks across various navigation modes (lower is better)


Users, on average, performed tasks involving Home and Back more quickly than most other models - even faster than they did with buttons. The model did, however, come at the cost of being able to quickly access Overview/Recent apps, which users go to less than half as often as the Home screen.

From a more qualitative perspective, users viewed the Q model as more one-handed and reachable, although buttons were still viewed as more ergonomic for more users.

App Drawers and other App Swipes

Although we arrived at the side swipe as the gesture for back that best balanced many tradeoffs, it is important to note that there were hard decisions, particularly in how that gesture impacted apps.

For example, we found that ~3-7% of users (depending on the Google app) swipe to open the App Navigation Drawer - the rest of our users push the hamburger menu to invoke the drawer. This drawer swipe gesture is now overloaded with back and some users will need to adapt to using the hamburger menu. This was a tough choice but given the prolific use of back we optimized for what worked best there.

Because it’s never a goal to change out behavior on users, we tried several ways to enable users to distinguish the drawer gesture from the Back gesture. However, all these paths led to users pulling in the drawer when they were trying to go Back and having less confidence that Back would work.

Beyond drawers, gestures are a big change for people and it took on average 1-3 days to adapt - in particular, users struggled with patterns like swiping right or left on a carousel and triggering Back.

In qualitative studies, we found that after an initial break-in period of 1-3 days, users became fluent and could consistently distinguish between these two gestures. The majority of users did not want to switch back to 3 button nav (even though that remains an option).

Additional research showed that there is a clear adjustment phase for users to get used to a new system navigation (across many different navigations). In our Q model, we found that usage of Back goes down for the first 1-3 days. After that period, the average # of Back presses/day ends up being the same as 3-button and our P navigation.

So What Does This Mean for Developers?

With gestural navigation, we are aiming to move forward and standardize the user experience on Android. The model we landed on is the optimal one for most users, but it also means that some of the gestures conflict with existing app gestures, necessitating developer adjustments to how users interact with your apps. We take our responsibility to Android developers seriously and want to help you in this process.

There are three key steps to support gesture navigation:

  1. Go edge-to-edge to enable your app to draw across the entire screen
  2. Handle any visual overlaps with the system user interface (i.e. navigation bar)
  3. Resolve any gesture conflicts with the system gestures

We’ve just published the first article in our “Going edge-to-edge” series on Medium, detailing those steps in turn. The final article in the series will cover some of the common scenarios we’ve seen, and how you can best support them in your apps.

Thank you all for the feedback -- all of your comments and interactions have helped us improve the gesture navigation experience in Android Q and, more broadly, help make Android better each day.

Final Beta update, official Android Q coming soon!

Posted by Dave Burke, VP of Engineering

AndroidQ logo

We’re just a few weeks away from the official release of Android Q! As we put the final polish on the new platform, today we’re rolling out Beta 6, the last Beta update. Now is the time to make sure your apps are ready, before we bring the official release to consumers. Take this opportunity to finish up your testing and publish your app updates soon to give users a smooth transition to Android Q.

You can get Beta 6 today on Pixel devices by enrolling here. If you're already enrolled and received Beta 5, you'll automatically get Beta 6 soon. Partners participating in the Android Q Beta program will also be updating their devices over the coming weeks -- visit their sites to learn more. To get started with Android Q, visit developer.android.com/preview.

Watch for more information on the official Android Q release coming soon!

What’s in Beta 6?

Today’s Beta 6 update includes the latest Android Q system images for Pixel and Android Emulator, the final API 29 SDK, and updated build tools for Android Studio. Beta 6 includes all of the features, system behaviors, and developer APIs that you’ll find in the final platform, so it gives you everything you need to get your apps ready. For users, Beta 6 includes many new fixes and optimizations -- take a look at the release notes for details.

We've made further refinements to Gesture Navigation in Beta 6 based on user feedback. First, to ensure reliable and consistent operation, there's a 200dp vertical app exclusion limit for the Back gesture. Second, we've added a sensitivity preference setting for the Back gesture. Watch for more details coming soon in our blog post series on optimizing for gesture navigation.

Get your apps ready for Android Q!

With the consumer release coming soon, we’re asking all Android developers to update your current apps for compatibility as soon as possible.

Here’s how to do it:

We realize that supporting these changes is an investment for you too, so thanks to all of you who have prioritized the work to get your apps ready for Android Q!

Enhance your app with Android Q features and APIs

Next, when you're ready, dive into Android Q and learn about the new features and APIs that you can use. Here are some of the top features to get started with.

We recommend these for every app:

  • Dark Theme: Ensure a consistent experience for users who enable system-wide dark theme by adding a Dark Theme or enabling Force Dark.
  • Support gestural navigation in your app by going edge-to-edge and making sure your custom gestures are complementary to the system navigation gestures.
  • Optimize for foldables: Deliver seamless, edge-to-edge experiences on today’s innovative devices by optimizing for foldables.

We recommend these if relevant for your app:

  • More interactive notifications: If your notifications include messages, enable suggested replies and actions in notifications to engage users and let them take action instantly.
  • Better biometrics: If you use biometric auth, move to BiometricPrompt, the preferred way to support fingerprint auth on modern devices.
  • Enriched recording: To support captioning or gameplay recording, enable audio playback capture -- it’s a great way to reach more users and make your app more accessible.
  • Better codecs: For media apps, try AV1 for video streaming and HDR10+ for high dynamic range video. For speech and music streaming, you can use Opus encoding, and for musicians, a native MIDI API is available.
  • Better networking APIs: If your app manages IoT devices over Wi-Fi, try the new network connection APIs for functions like configuring, downloading, or printing.

These are just a few of the many new features and APIs in Android Q -- to see them all, visit the Android Q Beta site for developers.

Publish your app updates to Google Play

As soon as you're ready, publish your APK updates to Google Play that are compiled against, or optionally targeting, API 29. To make sure that your updated app runs well on Android Q as well as older versions, try using Google Play testing tracks. With tracks you can safely get early feedback from a small group of users and then do a staged rollout to production.

How do I get Beta 6?

It’s easy! Just enroll any supported Pixel device here to get the update over-the-air. If you're already enrolled, you'll receive the update soon and no action is needed on your part. Downloadable system images are also available here. Partners who are participating in the Android Q Beta program will be updating their devices over the coming weeks. See android.com/beta for details.

To get started developing, download the official API 29 SDK and tools into the stable release of Android Studio 3.4, or for the latest Android Q support update to Android Studio 3.5 Beta. Then follow these instructions to configure your environment, and see the release notes for known issues.

Please continue to share your feedback and requests in our issue tracker. You can use our hotlists for filing platform issues (including privacy and behavior changes), app compatibility issues, and third-party SDK issues.

A big thank you to our developer community for your participation in our recent Reddit AMA on r/androiddev! It’s always great to hear what’s important to you and we hope we were able to help!

Kotlin named Breakout Project of the Year at OSCON

Posted by Wojtek Kaliciński, Developer Advocate, Android

Stephanie on Stage with Kotlin on screen

Stephanie Saad Cuthbertson announces support for Kotlin during the Developer Keynote at I/O 2017.

Today at OSCON (the O'Reilly Open Source Software Conference), Kotlin was awarded the Open Source Award for Breakout Project of the Year.

There is no doubt to us why Kotlin received this award: it’s a fast moving (but thoughtfully developed) programming language that lets you write better code, faster. It’s great to see Kotlin continue to receive the sort of recognition as Breakout Project of the Year, building on other awards like #1 fastest growing language on Github.

We’re big fans of Kotlin, and we’ve heard that you are too – feedback from you is in part why we announced support for the language over two years ago. This meant bundling the Kotlin plugin in Android Studio, along with promising to support Kotlin-built apps going forward.

But there was a long way to go for many teams at Google to provide a first class experience with Kotlin in the Android ecosystem, and to convince developers that Kotlin on Android is not just a fad, but is here to stay.

If you haven’t tried Kotlin yet, now is a great time to start! In fact, in the past two years, we’ve been adding a number of new features and upgrades to the Kotlin for Android experience, including:

  • Android Jetpack APIs now have first class support for Kotlin Coroutines, transforming the way we do async operations on Android. This includes Room, LiveData, ViewModels, WorkManager and more coming in the future.

  • Many Jetpack libraries have Kotlin extension libraries (KTX) to make using them even more fluent with Kotlin.
  • The compilation toolchain has received many improvements for Kotlin, including compiler enhancements, incremental annotation processing with KAPT, and Kotlin-specific R8 optimizations.
  • All of our documentation pages now contain Kotlin code snippets, so you can easily compare how our APIs work in both languages.
Kotlin code snippet
  • Most of our flagship samples are also written in Kotlin (including IOSched, Plaid, Sunflower and many more), along with any new samples that we make in the future.
  • We've added a language switcher to our API reference pages, so you can have a Kotlin view of the AndroidX library and the Android framework.
Kotlin view of the AndroidX library
  • We doubled down on providing guidance to developers and teams who want to switch to Kotlin on our developers.android.com/kotlin pages.
  • Our Developer Relations engineers are posting real life examples and guides on integrating Kotlin in your apps on our Medium publication, such as the great intro to Coroutines on Android series and many more.
  • If you prefer to learn Kotlin in person, you can join one of the many Kotlin/Everywhere events happening around the world. If you are an organizer in a local developer community, consider signing up to host your own event!
    This initiative is a cooperation between JetBrains and Google.
  • For those of you who don't have access to in-person training, we added a new, free course on Udacity for Developing Android apps in Kotlin. Our Kotlin Bootcamp for Programmers course is still available as well!
  • We have worked with many external partners to gather feedback and learn about their experiences with Kotlin, such as this case study with Square.
  • And lastly, we've enabled Kotlin as a supported language for Android app teams at Google. We're already seeing adoption in apps such as Google Home, Google Drive, Android System UI, Nest, with many more to follow.

The road to fully supporting Kotlin on Android was not always easy, but it was truly rewarding seeing Kotlin adoption among professional Android developers rise from a handful of early adopters to around 50% since the original announcement!

We were confident when we announced earlier this year at Google I/O 2019 that Android is going increasingly Kotlin-first, opening up the possibility for APIs built specifically around Kotlin and for Kotlin users, starting with the new, declarative UI toolkit - Jetpack Compose (still in early development).

We want to congratulate JetBrains, our partners through the Kotlin Foundation and creators of Kotlin, on receiving the OSCON Open Source Award today. It shows how disruptive and transformative Kotlin has been, and not just for the Android developer community, but beyond.

We know one thing: on Android, Kotlin is here to stay.

What’s new for text in Android Q

Posted by Florina Muntenescu, Android Developer Advocate

Displaying text is an important task in most apps, so in Android Q we're continuing to introduce new features to support your needs and improve performance. We disabled hyphenation by default, enabled creating a typeface using multiple fonts or font families, exposed the list of fonts installed on the device, and improved some of the most-used text styling APIs.

Hyphenation is off by default in Android Q and AppCompat v1.1.0

Our performance tests showed that when hyphenation is enabled, up to 70% of the time spent on measuring text is on hyphenation.

pie chart showing CPU of time spent making StaticLayout: Hyphenation takes up to 70% of the time spent measuring text, 30% Other text

Hyphenation takes up to 70% of the time spent measuring text

Given that hyphenation often isn’t needed for all TextViews in an app, and because of the impact on performance, we decided to turn hyphenation off by default in Android Q and AppCompat v1.1.0. If you want to use hyphenation, you need to manually turn it on in your app by setting the hyphenation frequency to normal. You can set this in multiple ways:

As a TextAppearance attribute in styles.xml:

<style name="MyTextAppearance" parent="TextAppearance.AppCompat">
    <item name="android:hyphenationFrequency">normal</item>
</style>

As a TextView attribute:

<TextView android:hyphenationFrequency="normal" />

Directly in code:

textView.hyphenationFrequency = Layout.HYPHENATION_FREQUENCY_NORMAL

Find out more about how hyphenation works from this talk at Android Dev Summit 2018.

Use multiple custom fonts in the same TextView

Consider a button which mixes a custom font (Lato in this example) with an icon font:

Secure Checkout Button with lock icon, icon and latin fonts

Button with icon and Latin fonts

The Button class accepts only a single instance of a typeface to be set on the text. Pre-Android Q, you can create a Typeface using a single font family. Android Q enables the creation of a typeface from multiple font families with a new API, Typeface.CustomFallbackBuilder, that allows adding up to 64 font families per typeface.

Our icon font example can be implemented like this:

button.typeface = Typeface.CustomFallbackBuilder(
    // add the Latin font
    FontFamily.Builder(
        Font.Builder(assets, "lato.ttf").build()
    ).build()
).addCustomFallback(
    // add the icon font
    FontFamily.Builder(
        Font.Builder(assets, "icon_font.ttf").build()
    ).build()
).build()

When creating the font family, make sure you don’t put fonts that belong to different families in the same font family object nor the same style fonts into the same font family. For example, putting Lato, Kosugi, and Material into the same font family creates an invalid configuration, as does putting two bold fonts into the same font family.

To define the general font family (serif, sans-serif, or monospace) to be used when text is rendered using system fonts, use the setSystemFallback() method to set the system fallback font:

Typeface.CustomFallbackBuilder(
    FontFamily.Builder(
       ...
    ).build()
).setSystemFallback("sans-serif")
.build()

Text styling API updates

Android Q brings several updates to different text styling APIs:

Improved support for variable fonts

TextAppearance now supports the fontVariationSettings attribute:

<style name="MyTextAppearance" parent="TextAppearance.AppCompat">
    <item name="android:fontVariationSettings">...</item>
</style>

The fontVariationSettings attribute can be set directly on the TextView in Android Q and in AppCompatTextView:

<TextView
    ...
    app:fontVariationSettings="..."
/>

Improved spans APIs

TextAppearanceSpan now supports typeface, shadow settings, fontFeatureSettings and fontVariationSettings.

LineBackgroundSpan and LineHeightSpan interfaces now have standard implementations: LineBackgroundSpan.Standard and LineHeightSpan.Standard.

Access system fonts

With more than 100 languages supported by Android, and with different fonts supporting different character sets, knowing which system font can render a given character is not trivial. Apps doing their own text rendering such as games, document viewers, or browsers need this information. In Android Q, you can retrieve the supported system font for a string with the FontMatcher NDK API.

System fonts that can render this text

System fonts that can render this text

Let’s consider the above search string. The FontMatcher API returns us the font object and length. A simplified pseudocode example looks like this:

// font = NotoSansCJK-Regular.ttc
// length = 2
auto[font, length] = AFontMatcher_match("たすく a.k.a. のな");

// font = Roboto-Regular.ttf
// length = 8
auto[font, length] = AFontMatcher_match(" a.k.a. のな");

// font = NotoSansCJK-Regular.ttc
// length = 2
auto[font, length] = AFontMatcher_match("のな");

The FontMatcher API never returns nullptr:

  • If no font supports the given string, a font for Tofu (?), the missing glyph symbol, is returned.
  • If no exact style is supported, a font with the closest, most similar style is returned.

If you want to get all available system fonts, you can do this with a new font enumeration API. In Java, you can use SystemFonts.getAvailableFonts, or in the NDK, you can use ASystemFontIterator. The results of the font enumeration are changed only by a system update, so you should cache them.

Font updates

New Myanmar font

Android added a new Myanmar font to Android Q that is Unicode-compliant and capable of rendering both Unicode and non-Unicode Burmese (commonly known as Zawgyi), right out of the box. This means starting in Android Q, Android makes it easier for users to switch to Unicode: a user can now use a Unicode font to read Unicode and non-Unicode text for the first time. Android also added new requirements to the Android ecosystem CDD that takes a stronger stance in requiring Unicode, including a new subtag "Qaag" which OEMs should use as a locale designating non-Unicode Burmese. All of these changes should make developers’ life easier in the long term, as reduced ecosystem fragmentation makes it easier to develop for our 50M users in Myanmar.

New emojis

New emojis in Android Q

New emojis in Android Q

Say Hello to your new emoji friends! The latest update includes a number of disability-focused emojis, 59 gender-inclusive designs, multi-racial couples, as well as a few cute animals and household objects. See the latest and greatest in Gboard on your Android Q device of choice.

Text plays an important role in a vast majority of apps, so we’re continuing to invest in improving text API features and performance. Learn more about the new APIs in Android Q along with best practices when working with text in our Google I/O 2019 talk: