21 Apr 2015

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LG showcases the Watch Urbane in beautiful time lapse video of Barcelona

The LG Watch Urbane could be released as soon as next week, and LG has released another video to wet your appetite. This video shows a wonderful time lapse of Barcelona while the Watch Urbane is shown with different faces in time lapse as well. LG's tagline is "Your real living moments in the eyes […]


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21 Apr 2015 2:33am GMT

Humble Bundle teams up with Tin Man Games for latest mobile bundle

Gamers listen up because Humble Bundle has a new mobile bundle that might be one of their best ever. They teamed up with Tin Man games for a chance at not only an amazing deal on 10 games, but a chance to grab some merchandise as well. This bundle works like any other bundle in […]


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21 Apr 2015 2:17am GMT

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Samsung launches “Next is Now” campaign for Galaxy S6, S6 edge

Samsung has finally launched the Galaxy S6 and Galaxy S6 edge and by now, you're probably convinced that the two flagship phones, or either of the two, can be a … Continue reading

21 Apr 2015 2:00am GMT

Google+ brings changes, Material Design to Communities pages

While we're still pretty unsure how Google+ will eventually play out, given the changes that have been happening to a number of Google-related products, that does not stop their developers … Continue reading

21 Apr 2015 1:20am GMT

More OPPO R7 leaked pictures, bezel-less display is gorgeous

Somehow we just can't get enough of the OPPO R7's bezel-less display, and so we appreciate more leaks like this where we are given a better view of that beautiful … Continue reading

21 Apr 2015 12:40am GMT

Get your guitar rocking with AmpliTube UA app and iRig UA

Who says you need to spend a fortune to make your guitar sound extra good? Of course you need talent to begin with, but with the right gear, you can … Continue reading

21 Apr 2015 12:00am GMT

20 Apr 2015

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Amazon to end Appstore TestDrive Service effective April 15

Amazon AppStore started offering app test drives on computer four years ago. Android users were delighted to try it because they could test new apps using a virtual Android phone. Only … Continue reading

20 Apr 2015 11:20pm GMT

Man buys Samsung Galaxy S6 for less than $500, gets a nicely-crafted fake

A reddit user is going viral for the wrong reasons - or shall we say, a very sad reason - as he tells the story of buying a Samsung Galaxy … Continue reading

20 Apr 2015 10:40pm GMT

Stick your Samsung Galaxy S6, S6 edge anywhere with anti-gravity case

You know you want to take group selfies (otherwise known as groufies) but you're too embarrassed to have your arms showing in the picture, which makes it very obvious that … Continue reading

20 Apr 2015 10:00pm GMT

New Xiaomi teasers point to premium Xiaomi Mi 4i

This will be new and exciting times for China-based manufacturer Xiaomi, regarded by most as one of the fastest growing manufacturers from China due to their build quality. On April … Continue reading

20 Apr 2015 9:20pm GMT

feedAndroid News, Rumours, and Updates

“OK OnePlus” Feature Stalled Cyanogenmod 12 Rollout

Ever the tease, last week OnePlus started a rollout of a stable version of Cyanogenmod 12, the Android 5.0 Lollipop-based custom ROM, to its venerated One phone. However, what OnePlus, giveth, OnePlus taketh away, and after a few members of the OnePlus One clique actually received the OTA update, the rest were stuck in upgrade […]


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20 Apr 2015 8:57pm GMT

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Back up and restore your WhatsApp account on Google Drive

It seems that the folks over at WhatsApp are keeping pretty busy, bringing us updates every few days or so. The latest one, still in beta and not yet available … Continue reading

20 Apr 2015 8:40pm GMT

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Camera samples of the LG G4 emerge, look pretty impressive

The LG G4 is expected to break cover on April 28 as the company's teasers have revealed. But it seems like the smartphone will be revealed bit by bit before its official unveiling later this month. Today, we're getting an idea of what the G4's camera is capable of courtesy of a few sample shots […]


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20 Apr 2015 8:22pm GMT

Twitter update removes Direct Messaging restrictions

Twitter has today announced a new update for its platform which brings some changes to the way Direct Messages are handled by the users. Previously, sending a direct message to somebody required them to follow you first. This has changed today as there will be a new setting which will allow users to allow DMs from practically […]


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20 Apr 2015 8:10pm GMT

Samsung Galaxy Tab A officially announced for the American markets at $230

Samsung has officially announced the arrival of the Galaxy Tab A with a metal chassis for the American markets. The device will be available from May 1 starting at $230. The hardware onboard the tablet is less than flattering, although the device seems to be a decent budget ranged offering from the Korean manufacturer. The […]


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20 Apr 2015 8:04pm GMT

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Android 5.1.1 Lollipop almost ready for Nexus 9, WiFi Nexus 7

You may be excited that your device is finally getting the Android 5.0 Lollipop update but others are already getting Android 5.0.1 (Moto E, and Moto 4 with 4G LTE, Galaxy … Continue reading

20 Apr 2015 8:00pm GMT

Samsung Galaxy Tab A 8.0 spotted at TENAA

The Samsung Galaxy Tab A was quietly launched in Russia last month and soon, another 9.7-inch version was announced in Germany which will be available this coming May. The German … Continue reading

20 Apr 2015 7:20pm GMT

Portaña is Cortana ported to Android, sort of

OrangeSec, a hacker group out of Italy, are out and about claiming that they have ported Cortana - Microsoft's voice digital assistant and answer to Apple's Siri - to Android. … Continue reading

20 Apr 2015 6:40pm GMT

Tiny Guardians is a new spin on tower defense strategy game

Here's a new strategy game I'm sure not only adults will love. Kids will find the Tiny Guardians cute and easy to play. Perhaps this could be that game that … Continue reading

20 Apr 2015 6:00pm GMT

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Dead Trigger 2 players can win prizes by creating their own animated storylines

Dead Trigger 2 has been around for a fair amount of time now, receiving new content such as the Valentine's Day update to help keep it fresh. In case you were getting antsy for even more, Madfinger Games has teamed up with Plotagon and come up with a way for users to create new animated storylines using […]


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20 Apr 2015 5:50pm GMT

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Become the “World’s Most Determined Stuntman” in Joe Danger

Becoming a stuntman may be the secret dream of a lot of people, but even if it isn't yours, you'd still enjoy playing a game like this. Joe Danger is … Continue reading

20 Apr 2015 5:20pm GMT

feedAndroid News, Rumours, and Updates

Xiaomi preparing for new global smartphone launch

Xiaomi has scheduled a "Premier" event for April 23rd in New Delhi when many people expect the company to launch a new device for the global market. The device has been described as a "lite" version of the company's flagship Mi 4 smartphone and appears to be dubbed the Mi 4i. A lower case "i" […]


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20 Apr 2015 5:19pm GMT

Google Search history now downloadable

Last year Google started testing an option for users to download their search history instead of just viewing it in their browser. Google appears to have now rolled out this feature to all users. If you surf to your history, accessible at history.google.com, you can click on the settings icon in the upper right corner […]


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20 Apr 2015 4:55pm GMT

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Chainsaw Warrior: Lords of the Night brings brutality to Android

When Auroch Digital was asked what made Chainsaw Warrior such a great game, they said that the game delivered on a level of brutality and that most gamers won't see … Continue reading

20 Apr 2015 4:40pm GMT

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Chrome team discusses latest Chrome 42 update for Android

Last week Google released an update to Chrome for Android taking it up to version 42. At the time it was noted that a couple new features were added, including support for push notifications and quick home screen icon creation. The Chrome developers have followed up on that release with some more information about how […]


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20 Apr 2015 4:32pm GMT

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Google scales up Project Loon to bring Internet access to everyone

Google's Project Loon first took flight in August 2013 from California and it has since been flying with colors. This project was first aimed to bring WiFi connectivity to Africa. … Continue reading

20 Apr 2015 4:00pm GMT

16 Apr 2015

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Drive app installs through App Indexing

Posted by Lawrence Chang, Product Manager

You've invested time and effort into making your app an awesome experience, and we want to help people find the great content you've created. App Indexing has already been helping people engage with your Android app after they've installed it - we now have 30 billion links within apps indexed. Starting this week, people searching on Google can also discover your app if they haven't installed it yet. If you've implemented App Indexing, when indexed content from your app is relevant to a search done on Google on Android devices, people may start to see app install buttons for your app in search results. Tapping these buttons will take them to the Google Play store where they can install your app, then continue straight on to the right content within it.

App installs through app indexing

With the addition of these install links, we are starting to use App Indexing as a ranking signal for all users on Android, regardless of whether they have your app installed or not. We hope that Search will now help you acquire new users, as well as re-engage your existing ones. To get started, visit g.co/AppIndexing and to learn more about the other ways you can integrate with Google Search, visit g.co/DeveloperSearch.

16 Apr 2015 5:04pm GMT

14 Apr 2015

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Helping developers connect with families on Google Play

Posted by Eunice Kim, Product Manager, Google Play

There are thousands of Android developers creating experiences for families and children - apps and games that broaden the mind and inspire creativity. These developers, like PBS Kids, Tynker and Crayola, carefully tailor their apps to provide high quality, age appropriate content; from optimizing user interface design for children to building interactive features that both educate and entertain.

Google Play is committed to the success of this emerging developer community, so today we're introducing a new program called Designed for Families, which allows developers to designate their apps and games as family-friendly. Participating apps will be eligible for upcoming family-focused experiences on Google Play that will help parents discover great, age-appropriate content and make more informed choices.

Starting now, developers can opt in their app or game through the Google Play Developer Console. From there, our team will review the submission to verify that it meets the Designed for Families program requirements. In the coming weeks, we'll be adding new ways to promote family content to users on Google Play - we'll have more to share on this soon.

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14 Apr 2015 4:09pm GMT

08 Apr 2015

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New course: Take Android app performance to the next level

Posted by Jocelyn Becker, Developer Advocate

Building the next great Android app isn't enough. You can have the most amazing social integration, best API coverage, and coolest photo filters, but none of that matters if your app is slow and frustrating to use.

That's why we've launched our new online training course at Udacity, focusing entirely on improving Android performance. This course complements the Android Performance Patterns video series, focused on giving you the resources to help make fast, smooth, and awesome experiences for users.

Created by Android Performance guru Colt McAnlis, this course reviews the main pillars of performance (rendering, compute, and battery). You'll work through tutorials on how to use the tools in Android Studio to find and fix performance problems.

By the end of the course, you'll understand how common performance problems arise from your hardware, OS, and application code. Using profiling tools to gather data, you'll learn to identify and fix performance bottlenecks so users can have that smooth 60 FPS experience that will keep them coming back for more.

Take the course: https://www.udacity.com/course/ud825. Join the conversation and follow along on social at #PERFMATTERS.

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08 Apr 2015 7:59pm GMT

03 Apr 2015

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Enable your messaging app for Android Auto

Posted by Joshua Gordon, Developer Advocate

What if there was a way for drivers to stay connected using your messaging app, while keeping their hands on the wheel and eyes on the road?

Android Auto helps drivers stay connected, but in a more convenient way that's integrated with the car. It eliminates the need to type and read messages by replacing these activities with a voice controlled interface.

Enabling your messaging app to work with Android Auto is easy. Developers like Skype and textPlus have already done so. Check out this DevByte for an overview of the messaging APIs, and see the developer training guide for a deep dive. Read on for a look at the key steps involved.


Message notifications on the car's display

When an Android 5.0+ phone is connected to a compatible car, users receive incoming message notifications from Auto-enabled apps on the car's head unit display. Your app runs on the phone, but is controlled by the car. To learn more about how this works, watch the Introduction to Android Auto DevByte.

A new message notification from Skype

If your app already uses notifications to alert the user to incoming messages, it'll be easy to extend these for Auto. It takes just a few lines of code, and you won't have to change how your app works on the phone.

There are a couple small differences between message notifications on Auto vs. a phone. On Auto, a preview of the message content isn't shown, because messaging is driven entirely by voice. Second, message notifications are backed by a conversation object. This is simply a collection of unread messages from a particular sender.

Decorate your notification with the CarExtender to add support for the car. Next, use the UnreadConversation.Builder to create a conversation, and populate it by iterating over your app's unread messages (from a certain sender) and adding them to the conversation. Pass your conversation object to the CarExtender, and you're done!

Tap to hear messages

Tapping on a message notification plays it back on the car's sound system, via text to speech. This is handled automatically by the framework; no additional code is required. Pretty cool, right?

In order to know when the user hears a message, you provide a PendingIntent that's triggered by the system. That's one of just two intents you'll need to handle to enable your app for Auto.

Reply by voice

Voice control is the real magic of Android Auto. Users reply to messages by speaking, via voice recognition. This is far faster and more natural than typing.

Enabling this functionality is as simple as adding a RemoteInput instance to your conversation objects, before you issue the notification. Speech recognition is handled entirely by the framework. The recognition result is delivered to your app as a plain text string via a second PendingIntent.

Replying to a message from textPlus by voice.

Next Steps

Make your messaging app more natural to use in the car by enabling it for Android Auto. Now drivers can stay connected, without typing or reading messages. It just takes a few lines of code. To learn more visit developer.android.com/auto

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03 Apr 2015 5:48pm GMT

31 Mar 2015

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Power Great Gaming with New Analytics from Play Games

By Ben Frenkel, Google Play Games team

A few weeks ago at the Game Developers Conference (GDC), we announced Play Games Player Analytics, a new set of free reports to help you manage your games business and understand in-game player behavior. Today, we're excited to make these new tools available to you in the Google Play Developer Console.

Analytics is a key component of running a game as a service, which is increasingly becoming a necessity for running a successful mobile gaming business. When you take a closer look at large developers that do this successfully, you find that they do three things really well:

"With player engagement and revenue data living under one roof, developers get a level of data quality that is simply not available to smaller teams without dedicated staff. As the tools evolve, I think Google Play Games Player Analytics will finally allow indie devs to confidently make data-driven changes that actually improve revenue."

Kevin Pazirandeh
Developer of Zombie Highway 2

With Player Analytics, we wanted to make these capabilities available to the entire developer ecosystem on Google Play in a frictionless, easy-to-use way, freeing up your precious time to create great gaming experiences. Small studios, including the makers of Zombie Highway 2 and Bombsquad, have already started to see the benefits and impact of Player Analytics on their business.

Further, if you integrate with Google Play game services, you get this set of analytics with no incremental effort. But, for a little extra work, you can also unlock another set of high impact reports by integrating Google Play game services Events, starting with the Sources and Sinks report, a report to help you balance your in-game economy.

If you already have a game integrated with Google Play game services, go check out the new reports in the Google Play Developer Console today. For everyone else, enabling Player Analytics is as simple as adding a handful of lines of code to your game to integrate Google Play game services.

Manage your business to revenue targets

Set your spend target in Player Analytics by choosing a daily goal

To help assess the health of your games business, Player Analytics enables you to select a daily in-app purchase revenue target and then assess how you're doing against that goal through the Target vs Actual report depicted below. Learn more.

Identify hot spots using benchmarks with the Business Drivers report

Ever wonder how your game's performance stacks up against other games? Player Analytics tells you exactly how well you are doing compared to similar games in your category.

Metrics highlighted in red are below the benchmark. Arrows indicate whether a metric is trending up or down, and any cell with the icon can be clicked to see more details about the underlying drivers of the change. Learn more.

Track player retention by new user cohort

In the Retention report, you can see the percentage of players that continued to play your game on the following seven days after installing your game.

Learn more.

See where players are spending their time, struggling, and churning with the Player Progression report

Measured by the number of achievements players have earned, the Player Progression funnel helps you identify where your players are struggling and churning to help you refine your game and, ultimately, improve retention. Add more achievements to make progression tracking more precise.

Learn more.

Manage your in-game economy with the Sources and Sinks report

The Sources and Sinks report helps you balance your in-game economy by showing the relationship between how quickly players are earning or buying and using resources.

For example, Eric Froemling, one man developer of BombSquad, used the Sources & Sinks report to help balance the rate at which players earned and spent tickets.

Read more about Eric's experience with Player Analytics in his recent blog post.

To enable the Sources and Sinks report you will need to create and integrate Play game services Events that track sources of premium currency (e.g., gold coins earned), and sinks of premium currency (e.g., gold coins spent to buy in-app items).

31 Mar 2015 6:32pm GMT

26 Mar 2015

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Game Performance: Layout Qualifiers

Today, we want to share some best practices on using the OpenGL Shading Language (GLSL) that can optimize the performance of your game and simplify your workflow. Specifically, Layout qualifiers make your code more deterministic and increase performance by reducing your work.

Let's start with a simple vertex shader and change it as we go along.

This basic vertex shader takes position and texture coordinates, transforms the position and outputs the data to the fragment shader:

attribute vec4 vertexPosition;
attribute vec2 vertexUV;

uniform mat4 matWorldViewProjection;

varying vec2 outTexCoord;

void main()
{
  outTexCoord = vertexUV;
  gl_Position = matWorldViewProjection * vertexPosition;
}

Vertex Attribute Index

To draw a mesh on to the screen, you need to create a vertex buffer and fill it with vertex data, including positions and texture coordinates for this example.

In our sample shader, the vertex data may be laid out like this:

struct Vertex
{
  Vector4 Position;
  Vector2 TexCoords;
};

Therefore, we defined our vertex shader attributes like this:

attribute vec4 vertexPosition;
attribute vec2  vertexUV;

To associate the vertex data with the shader attributes, a call to glGetAttribLocation will get the handle of the named attribute. The attribute format is then detailed with a call to glVertexAttribPointer.

GLint handleVertexPos = glGetAttribLocation( myShaderProgram, "vertexPosition" );
glVertexAttribPointer( handleVertexPos, 4, GL_FLOAT, GL_FALSE, 0, 0 );

GLint handleVertexUV = glGetAttribLocation( myShaderProgram, "vertexUV" );
glVertexAttribPointer( handleVertexUV, 2, GL_FLOAT, GL_FALSE, 0, 0 );

But you may have multiple shaders with the vertexPosition attribute and calling glGetAttribLocation for every shader is a waste of performance which increases the loading time of your game.

Using layout qualifiers you can change your vertex shader attributes declaration like this:

layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexUV;

To do so you also need to tell the shader compiler that your shader is aimed at GL ES version 3.1. This is done by adding a version declaration:

#version 300 es

Let's see how this affects our shader, changes are marked in bold:

#version 300 es

layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexUV;

uniform mat4 matWorldViewProjection;

out vec2 outTexCoord;

void main()
{
  outTexCoord = vertexUV;
  gl_Position = matWorldViewProjection * vertexPosition;
}

Note that we also changed outTexCoord from varying to out. The varying keyword is deprecated from version 300 es and requires changing for the shader to work.

Note that Vertex Attribute qualifiers and #version 300 es are supported from OpenGL ES 3.0. The desktop equivalent is supported on OpenGL 3.3 and using #version 330.

Now you know your position attributes always at 0 and your texture coordinates will be at 1 and you can now bind your shader format without using glGetAttribLocation:

const int ATTRIB_POS = 0;
const int ATTRIB_UV   = 1;

glVertexAttribPointer( ATTRIB_POS, 4, GL_FLOAT, GL_FALSE, 0, 0 );
glVertexAttribPointer( ATTRIB_UV, 2, GL_FLOAT, GL_FALSE, 0, 0 );

This simple change leads to a cleaner pipeline, simpler code and saved performance during loading time.

To learn more about performance on Android, check out the Android Performance Patterns series.

Posted by Shanee Nishry, Games Developer Advocate

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26 Mar 2015 7:45pm GMT

25 Mar 2015

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Developing audio apps for Android Auto

Posted by Joshua Gordon, Developer Advocate

Have you ever wanted to develop apps for the car, but found the variety of OEMs and proprietary platforms too big of a hurdle? Now with Android Auto, you can target a single platform supported by vehicles coming soon from 28 manufacturers.

Using familiar Android APIs, you can easily add a great in-car user experience to your existing audio apps, with just a small amount of code. If you're new to developing for Auto, watch this DevByte for an overview of the APIs, and check out the training docs for an end-to-end tutorial.


Playback and custom controls


Custom playback controls on NPR One and iHeartRadio.

The first thing to understand about developing audio apps on Auto is that you don't draw your user interface directly. Instead, the framework has two well-defined UIs (one for playback, one for browsing) that are created automatically. This ensures consistent behavior across audio apps for drivers, and frees you from dealing with any car specific functionalities or layouts. Although the layout is predefined, you can customize it with artwork, color themes, and custom controls.

Both NPR One and iHeartRadio customize their UI. NPR One adds controls to mark a story as interesting, to view a list of upcoming stories, and to skip to the next story. iHeartRadio adds controls to favorite stations and to like songs. Both apps store user preferences across form factors.

Because the UI is drawn by the framework, playback commands need to be relayed to your app. This is accomplished with the MediaSession callback, which has methods like onPlay() and onPause(). All car specific functionality is handled behind the scenes. For example, you don't need to be aware if a command came from the touch screen, the steering wheel buttons, or the user's voice.

Browsing and recommendations


Browsing content on NPR One and iHeartRadio.

The browsing UI is likewise drawn by the framework. You implement the MediaBrowserService to share your content hierarchy with the framework. A content hierarchy is a collection of MediaItems that are either playable (e.g., a song, audio book, or radio station) or browsable (e.g., a favorites folder). Together, these form a tree used to display a browsable menu of your content.

With both apps, recommendations are key. NPR One recommends a short list of in-depth stories that can be selected from the browsing menu. These improve over time based on user feedback. iHeartRadio's browsing menu lets you pick from favorites and recommended stations, and their "For You" feature gives recommendations based on user location. The app also provides the ability create custom stations, from the browsing menu. Doing so is efficient and requires only three taps ("Create Station" -> "Rock" -> "Foo Fighters").

When developing for the car, it's important to quickly connect users with content to minimize distractions while driving. It's important to note that design considerations on Android Auto are different than on a mobile device. If you imagine a typical media player on a phone, you may picture a browsable menus of "all tracks" or "all artists". These are not ideal in the car, where the primary focus should be on the road. Both NPR One and iHeartRadio provide good examples of this, because they avoid deep menu hierarchies and lengthy browsable lists.

Voice actions for hands free operation

Voice actions (e.g., "Play KQED") are an important part of Android Auto. You can support voice actions in your app by implementing onPlayFromSearch() in the MediaSession.Callback. Voice actions may also be used to start your app from the home screen (e.g., "Play KQED on iHeartRadio"). To enable this functionality, declare the MEDIA_PLAY_FROM_SEARCH intent filter in your manifest. For an example, see this sample app.

Next steps

NPR One and iHeartRadio are just two examples of great apps for Android Auto today. They feel like a part of the car, and look and sound great. You can extend your apps to the car today, too, and developing for Auto is easy. The framework handles the car specific functionalities for you, so you're free to focus on making your app special. Join the discussion at http://g.co/androidautodev if you have questions or ideas to share. To get started on your app, visit developer.android.com/auto.

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25 Mar 2015 7:51pm GMT

19 Mar 2015

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Hello Places API for Android and iOS!

Posted by Jen Kovnats Harrington, Product Manager, Google Maps APIs

Originally posted to Google Geo Developers blog

People don't think of their location in terms of coordinates on a map. They want context on what shops or restaurants they're at, and what's around them. To help your apps speak your users' language, we're launching the Places API for Android, as well as opening a beta program for the Places API for iOS.

The Places API web service and JavaScript library have been available for some time. By providing native support for Android and iOS devices, you can optimize the mobile experience with the new APIs by taking advantage of the device's location signals.

The Places APIs for Android and iOS bridge the gap between simple geographic locations expressed as latitude and longitude, and how people associate location with a known place. For example, you wouldn't tell someone you were born at 25.7918359,-80.2127959. You'd simply say, "I was born in Jackson Memorial Hospital in Miami, Florida." The Places API brings the power of Google's global places database into your app, providing more than 100 million places, like restaurants, local businesses, hotels, museums, and other attractions.

Key features include:

To get started with the Places API for Android, watch this DevByte, check out the developer documentation, and play with the demos. To apply for the Places API for iOS beta program, go here.

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19 Mar 2015 10:45pm GMT

Take your apps on the road with Android Auto

Posted by Wayne Piekarski, Developer Advocate

Starting today, anyone can take their apps for a drive with Android Auto using Android 5.0+ devices, connected to compatible cars and aftermarket head units. Android Auto lets you easily extend your apps to the car in an efficient way for drivers, allowing them to stay connected while still keeping their hands on the wheel and their eyes on the road. When users connect their phone to a compatible vehicle, they will see an Android experience optimized for the head unit display that seamlessly integrates voice input, touch screen controls, and steering wheel buttons. Moreover, Android Auto provides consistent UX guidelines to ensure that developers are able to create great experiences across many diverse manufacturers and vehicle models, with a single application available on Google Play.

With the availability of the Pioneer AVIC-8100NEX, AVIC-7100NEX, and AVH-4100NEX aftermarket systems in the US, the AVIC-F77DAB, AVIC-F70DAB, AVH-X8700BT in the UK, and in Australia the AVIC-F70DAB, AVH-X8750BT, it is now possible to add Android Auto to many cars already on the road. As a developer, you now have a way to test your apps in a realistic environment. These are just the first Android Auto devices to launch, and vehicles from major auto manufacturers with integrated Android Auto support are coming soon.

With the increasing adoption of Android Auto by manufacturers, your users are going to be expecting more support of their apps in the car, so now is a good time to get started with development. If you are new to Android Auto, check out our DevByte video, which explains more about how this works, along with some live demos.

The SDK for Android Auto was made available to developers a few months ago, and now Google Play is ready to accept your application updates. Your existing apps can take advantage of all these cool new Android Auto features with just a few small changes. You'll need to add Android Auto support to your application, and then agree to the Android Auto terms in the Pricing & Distribution category in the Google Play Developer Console. Once the application is approved, it will be made available as an update to your users, and shown in the cars' display.

Adding support for Android Auto is easy. We have created an extensive set of documentation to help you add support for messaging (sample), and audio playback (sample). There are also short introduction DevByte videos for messaging and audio as well. Stay tuned for a series of posts coming up soon discussing more details of these APIs and how to work with them. We also have simulators to help you test your applications right at your desk during development.

With the launch of Android Auto, a new set of possibilities are available for you to make even more amazing experiences for your users, providing them the right information for the road ahead. Come join the discussion about Android Auto on Google+ at http://g.co/androidautodev where you can share ideas and ask questions with other developers.

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19 Mar 2015 6:07pm GMT

18 Mar 2015

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Android Developer Story: Outfit7 — Building an entertainment company with Google

Posted by Leticia Lago, Google Play team

Outfit7, creators of My Talking Tom and My Talking Angela, recently announced they've achieved 2.5 billion app downloads across their portfolio. The company now offers a complete entertainment experience to users spanning mobile apps, user generated and original YouTube content, and a range of toys, clothing, and accessories. They even have a silver screen project underway.

We caught up with Iza Login, Rok Zorko and Marko Štamcar - some of the co-founders- in Ljubljana, Slovenia, to learn best practices that helped them in reaching this milestone.

To learn about some of the Google and Google Play features used by Outfit7 to create their successful business, check out these resources:

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18 Mar 2015 7:13pm GMT

17 Mar 2015

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Creating Better User Experiences on Google Play

Posted by Eunice Kim, Product Manager for Google Play

Whether it's a way to track workouts, chart the nighttime stars, or build a new reality and battle for world domination, Google Play gives developers a platform to create engaging apps and games and build successful businesses. Key to that mission is offering users a positive experience while searching for apps and games on Google Play. Today we have two updates to improve the experience for both developers and users.

A global content rating system based on industry standards

Today we're introducing a new age-based rating system for apps and games on Google Play. We know that people in different countries have different ideas about what content is appropriate for kids, teens and adults, so today's announcement will help developers better label their apps for the right audience. Consistent with industry best practices, this change will give developers an easy way to communicate familiar and locally relevant content ratings to their users and help improve app discovery and engagement by letting people choose content that is right for them.

Starting now, developers can complete a content rating questionnaire for each of their apps and games to receive objective content ratings. Google Play's new rating system includes official ratings from the International Age Rating Coalition (IARC) and its participating bodies, including the Entertainment Software Rating Board (ESRB), Pan-European Game Information (PEGI), Australian Classification Board, Unterhaltungssoftware Selbstkontrolle (USK) and Classificação Indicativa (ClassInd). Territories not covered by a specific ratings authority will display an age-based, generic rating. The process is quick, automated and free to developers. In the coming weeks, consumers worldwide will begin to see these new ratings in their local markets.

To help maintain your apps' availability on Google Play, sign in to the Developer Console and complete the new rating questionnaire for each of your apps. Apps without a completed rating questionnaire will be marked as "Unrated" and may be blocked in certain territories or for specific users. Starting in May, all new apps and updates to existing apps will require a completed questionnaire before they can be published on Google Play.

An app review process that better protects users

Several months ago, we began reviewing apps before they are published on Google Play to better protect the community and improve the app catalog. This new process involves a team of experts who are responsible for identifying violations of our developer policies earlier in the app lifecycle. We value the rapid innovation and iteration that is unique to Google Play, and will continue to help developers get their products to market within a matter of hours after submission, rather than days or weeks. In fact, there has been no noticeable change for developers during the rollout.

To assist in this effort and provide more transparency to developers, we've also rolled out improvements to the way we handle publishing status. Developers now have more insight into why apps are rejected or suspended, and they can easily fix and resubmit their apps for minor policy violations.

Over the past year, we've paid more than $7 billion to developers and are excited to see the ecosystem grow and innovate. We'll continue to build tools and services that foster this growth and help the developer community build successful businesses.

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17 Mar 2015 1:00pm GMT

13 Mar 2015

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Haystack TV Doubles Engagement with Android TV

Posted by Joshua Gordon, Developer Advocate

Haystack TV is a small six person startup with an ambitious goal: personalize the news. Traditionally, watching news on TV means viewing a list of stories curated by the network. Wouldn't it be better if you could watch a personalized news channel, based on interesting YouTube stories?

Haystack already had a mobile app, but entering the living room space seemed daunting. Although "Smart TVs" have been on the market for a while, they remain challenging for developers to work with. Many hardware OEMs have proprietary platforms, but Android TV is different. It's an open ecosystem with great developer resources. Developers can reach millions of users with familiar Android APIs. If you have an existing Android app, it's easy to bring it to the living room.

Two weeks was all it took for Haystack TV to bring their mobile app to Android TV. That includes building an immersive, cinematic UI (a task greatly simplified by the Android framework). Since launching on Android TV, Haystack TV's viewership is growing at 40% per month. Previously, users were spending about 40 minutes watching content on mobile per week. Now that's up to 80 minutes in the living room. Their longest engagements are through Chromecast and Android TV.

Hear from Daniel Barreto, CEO of Haystack TV, on developing for Android TV

Haystack TV's success on Android TV is a great example of how the Android multi-form factor developer experience shines. Once you've learned the ropes of writing Android apps, developing for another form factor (Wear, Auto, TV) is simple.

Android TV helps you create cinematic UIs

Haystack TV's UI is smooth and cinematic. How were they able to build a great one so quickly? Developing an immersive UI/UX with Android TV is surprisingly easy. The Leanback support library provides fragments for browsing content, showing a details screen, and search. You can use these to get transitions and animations almost for free. To learn more about building UIs for Android TV, watch the Using the Leanback Library DevByte and check out the code samples.

Browsing recommended stories

Your content, front and center

The recommendations row is a central feature of the Android TV home screen. It's the first thing users see when they turn on their TVs. You can surface content to appear on the recommendations row by implementing the recommendation service. For example, your app can suggest videos your users will want to watch next (say, the next episode in a series, or a related news story). This is great for getting noticed and increasing engagements.

Haystack's content on the recommendations row

Make your content searchable

How can users find their favorite movie or show from a library of thousands? On Android TV, they can search for it using their voice. This is much faster and more relaxing than typing on the screen with a remote control! In addition to providing in-app search, your app can surface content to appear on the global search results page. The framework takes care of speech recognition for you and delivers the result to your app as a plain text string.

Next Steps

Android TV makes it possible for small startups to create apps for the living room. There are extensive developer resources. For an overview, watch the Introduction to Android TV DevByte. For details, see the developer training docs. Watch this episode of Coffee with a Googler to learn more about the vision for the platform. To get started on your app, visit developer.android.com/tv.

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13 Mar 2015 8:26pm GMT

12 Mar 2015

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A new reference app for multi-device applications

It is now possible to bring the benefits of your app to your users wherever they happen to be, no matter what device they have near them. Today we're releasing a reference sample that shows how to implement such a service with an app that works across multiple Android form-factors. This sample, the Universal Music Player, is a bare-bones but functional reference app that supports multiple devices and form factors in a single codebase. It is compatible with Android Auto, Android Wear, and Google Cast devices. Give it a try and easily adapt your own app for wherever your users are, be that a phone, watch, TV, car, or more!

Playback controls and album art in the lock screen.
On the application toolbar, the Google Cast icon.
Controlling playback through Android Auto

Controlling playback on an Android Wear watch
This sample uses a number of new features in Android 5.0 Lollipop, like MediaStyle notifications, MediaSession and MediaBrowserService. They make it easy to implement media browsing and playback on multiple devices with a single version of your app.

Check out the source code and let your users enjoy your app from wherever they like.

Posted by Renato Mangini, Senior Developer Platform Engineer, Google Developer Platform Team

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12 Mar 2015 5:23pm GMT

10 Mar 2015

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Android 5.1 Lollipop SDK

By Jamal Eason, Product Manager, Android

Yesterday we announced Android 5.1, an updated version of the Android Lollipop platform that improves stability, provides better control of notifications, and increases performance. As a part of the Lollipop update, we are releasing the Android 5.1 SDK (API Level 22) which supports the new platform and lets you get started with developing and testing.

What's new in Android 5.1?

For developers, Android 5.1 introduces a small set of new APIs. A key API addition is support for multiple SIM cards, which is important for many regions where Android One phones are being adopted. Consumers of Android One devices will have more flexibility to switch between carriers and manage their network activities in the way that works best for them. Therefore you, as a developer, can create new app experiences that take advantage of this new feature.

In addition to the new consumer features, Android 5.1 also enhances enterprise features to better support the launch of Android for Work.

Android 5.1 supports multiple SIM cards on compatible devices like Android One.

Updates for the Android SDK

To get you started with Android 5.1, we have updated the Android SDK tools to support the new platform and its new APIs. The SDK now includes Android 5.1 emulator system images that you can use to test your apps and develop using the latest capabilities and APIs. You can update your SDK through the Android SDK Manager in Android Studio.

For details on the new developer APIs, take a look at the API Overview.

Coming to Nexus devices soon

Over the next few weeks, we'll be rolling out updates for Android 5.1 to the following Nexus devices: Nexus 4, Nexus 5, Nexus 6, Nexus 7 [2012], Nexus 7 [2012] (3G), Nexus 7 (2013), Nexus 7 [2013] (3G/LTE), Nexus 9, Nexus 9 (LTE), Nexus 10, and Nexus Player.

Next Steps

As with all Android releases, it's a good idea to test your apps on the new platform as soon as possible. You can get started today using Android 5.1 system images with the emulator that's included in the SDK, or you can download an Android 5.1 Nexus image and flash the system image to your Nexus device.

If you have not had a chance to update your app to material design, or explore how your app might work on Android Wear, Android TV, or even Android Auto, now is a good time to get started with the Android 5.1 SDK update.

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10 Mar 2015 6:07pm GMT

03 Mar 2015

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Google Play services 7.0 - Places Everyone!

Posted by Ian Lake, Developer Advocate

Today, we're bringing you new tools to build better apps with the completion of the rollout of Google Play services 7.0. With this release, we're delivering improvements to location settings experiences, a brand new API for place information, new fitness data, Google Play Games, and more.

Location Settings Dialog

While the FusedLocationProviderApi combines multiple sensors to give you the optimal location, the accuracy of the location your app receives still depends greatly on what settings are enabled on the device (e.g. GPS, wifi, airplane mode, etc). In Google Play services 7.0, we're introducing a standard mechanism to check that the necessary location settings are enabled for a given LocationRequest to succeed. If there are possible improvements, you can display a one touch control for the user to change their settings without leaving your app.

This API provides a great opportunity to make for a much better user experience, particularly if location information is critical to the user experience of your app such as was the case with Google Maps when they integrated the Location Settings dialog and saw a dramatic increase in the number of users in a good location state.

Places API

Location can be so much more than a latitude and longitude: the new Places API makes it easy to get details from Google's database of places and businesses. The built-in place picker makes it easy for the user to pick their current place and provides all the relevant place details including name, address, phone number, website, and more.

If you prefer to provide your own UI, the getCurrentPlace() API returns places directly around the user's current location. Autocomplete predictions are also provided to allow a low latency search experience directly within your app.

You can also manually add places with the addPlace() API and report that the user is at a particular place, ensuring that even the most explorative users can input and share their favorite new places.

The Places API will also be available cross-platform: in a few days, you'll be able to apply for the Places API for iOS beta program to ensure a great and consistent user experience across mobile platforms.

Google Fit

Google Fit makes building fitness apps easier with fitness specific APIs on retrieving sensor data like current location and speed, collecting and storing activity data in Google Fit's open platform, and automatically aggregating that data into a single view of the user's fitness data.

In Google Play services 7.0, the previous Fitness.API that you passed into your GoogleApiClient has now been replaced with a number of APIs, matching the high level set of Google Fit Android APIs:

This change significantly reduces the memory requirement for Google Fit enabled apps running in the background. Like always, apps built on previous versions of Google Play services will continue to work, but we strongly suggest you rebuild your Google Fit enabled apps to take advantage of this change.

Having all the data can be an empowering part of making meaningful changes and Google Fit is augmenting their existing data types with the addition of body fat percentage and sleep data.

Google Play Games

Announced at Game Developers Conference (GDC), we're offering new tools to supercharge your games on Google Play. Included in Google Play services 7.0 is the Nearby Connections API, allowing games to seamlessly connect smartphones and tablets as second-screen controls to the game running on your TV.

App Indexing

App Indexing lets Google index apps just like websites, enabling Google search results to deep-link directly into your native app. We've simplified the App Indexing API to make this integration even easier for you by combining the existing view()/viewEnd() and action()/end() flows into a single start() and end() API.

Changes to GoogleApiClient

GoogleApiClient serves as the common entry point for accessing Google APIs. For this release, we've made retrieval of Google OAuth 2.0 tokens part of GoogleApiClient, making it much easier to request server auth codes to access Google APIs.

SDK Now Available!

You can get started developing today by downloading the Google Play services SDK from the Android SDK Manager.

To learn more about Google Play services and the APIs available to you through it, visit the Google Services section on the Android Developer site.

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03 Mar 2015 1:22am GMT

02 Mar 2015

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New Tools to Supercharge Your Games on Google Play

Posted by Greg Hartrell, Senior Product Manager of Google Play Games

Everyone has a gaming-ready device in their pocket today. In fact, of the one billion Android users in more than 190 countries, three out of four of them are gamers. This allows game developers to reach a global audience and build a successful business. Over the past year, we paid out more than $7 billion to developers distributing apps and games on Google Play.

At our Developer Day during the Game Developers Conference (GDC) taking place this week, we announced a set of new features for Google Play Games and AdMob to power great gaming. Rolling out over the next few weeks, these launches can help you better measure and monetize your games.

Better measure and adapt to player needs

"Player Analytics has helped me hone in on BombSquad's shortcomings, right the ship, and get to a point where I can financially justify making the games I want to make."

Eric Froemling, BombSquad developer

Google Play Games is a set of services that help game developers reach and engage their audience. To further that effort, we're introducing Player Analytics, giving developers access to powerful analytics reports to better measure overall business success and understand in-game player behavior. Launching in the next few weeks in the Google Play Developer Console, the new tool will give indie developers and big studios better insight into how their players are progressing, spending, and churning; access to critical metrics like ARPPU and sessions per user; and assistance setting daily revenue targets.

BombSquad, created by a one-person game studio in San Francisco, was able to more than double its revenue per user on Google Play after implementing design changes informed during beta testing Player Analytics.

Optimizing ads to earn the most revenue

After optimizing your game for performance, it's important to build a smarter monetization experience tailored to each user. That's why we're announcing three important updates to the AdMob platform:

"Atari creates great game experiences for our broad audience. We're happy to be partnering with Google and be the first games company to take part in the native ads beta and help monetize games in a way that enhances our users' experience."

Todd Shallbetter, Chief Operating Officer, Atari

New game experiences powered by Google

Last year, we launched Android TV as a way to bring Android into the living room, optimizing games for the big screen. The OEM ecosystem is growing with announced SmartTVs and micro-consoles from partners like Sony, TPVision/Philips and Razer.

To make gaming even more dynamic on Android TV, we're launching the Nearby Connections API with the upcoming update of Google Play services. With this new protocol, games can seamlessly connect smartphones and tablets as second-screen controls to the game running on your TV. Beach Buggy Racing is a fun and competitive multiplayer racing game on Android TV that plans to use Nearby Connections in their summer release, and we are looking forward to more living room multiplayer games taking advantage of mobile devices as second screen controls.

At Google I/O last June, we also unveiled Google Cardboard with the goal of making virtual reality (VR) accessible to everyone. With Cardboard, we are giving game developers more opportunities to build unique and immersive experiences from nothing more than a piece of cardboard and your smartphone. The Cardboard SDKs for Android and Unity enable you to easily build VR apps or adapt your existing app for VR.

Check us out at GDC

Visit us at the Google booth #502 on the Expo floor to get hands on experience with Project Tango, Niantic Labs and Cardboard starting on Wednesday, March 4. Our teams from AdMob, AdWords, Analytics, Cloud Platform and Firebase will also be available to answer any of your product questions.

For more information on what we're doing at GDC, please visit g.co/dev/gdc2015.

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02 Mar 2015 6:18pm GMT