28 Mar 2015

feedAndroid News, Rumours, and Updates

Plex for Android update gets Material Design makeover with tons of new features

Plex for Android has received a pretty big update that brings in a Material Design overhaul, plus a handful of new features that Plex users will be happy to see. The new interface fits right in with Google's own suite of apps, and boasts easy ways to browse content and select what server you want […]


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28 Mar 2015 4:57am GMT

[Deal] Grab the Pioneer VH-4100NEX Android Auto car radio for $554 from Amazon

If you don't have an Android Auto capable car, you can get the next best thing with a great deal from Amazon on the Pioneer VH-4100NEX Android Auto car radio that's fully compatible with Android 5.0+ devices (and Apple CarPlay too). The VH-4100NEX is the entry-level model from Pioneer, so it has a clear resistive […]


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28 Mar 2015 3:52am GMT

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Be part of the Star Wars Rebels in new Android game

With just 9 months to go until the release of Episode VII, fans will try to get their hands on everything Star Wars until then. The expected success of the … Continue reading

28 Mar 2015 1:00am GMT

Olio brings its first smartwatch to the wearable market

While most of the current smartwatches in the market are trying to outdo each other when it comes to features and looks, almost turning it into a really tiny smartphone, … Continue reading

28 Mar 2015 12:00am GMT

27 Mar 2015

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Motorola isn’t keen on tablets, suggests Lenovo Yogas

If you've been holding out for a bigger Motorola device, better stop holding your breath. The Nexus 6 might actually be the closest you'll get to a large Motorola screen. … Continue reading

27 Mar 2015 11:00pm GMT

Leaked photos might be the LG G4 or G4 Note variant

LG might not still be giving anything away (at least not officially) about their upcoming new flagship, the LG G4, but that doesn't mean we're any short of rumors, speculation, … Continue reading

27 Mar 2015 10:00pm GMT

EDM powerhouse Beatport now has Android mobile app

For electonic music fans, having an app dedicated to your favorite genre is a dream come true, especially if it's created by an EDM powerhouse like Beatport. The new mobile … Continue reading

27 Mar 2015 9:00pm GMT

PushBullet now lets you reply to BBM and GroupMe as well

PushBullet is shaping up to be one very useful but also somewhat rather odd app. What once started as a simply way to "push" links and files is now slowly … Continue reading

27 Mar 2015 8:00pm GMT

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Motorola could have Red Leather version of the Moto X in the works

Motorola has taken to social media to tease the arrival of a new product in a Red Leather variant. The company is simply asking which your favorite red leather accessory is. The company then says that they have something in the works for us fans. Knowing that the company has no devices in the pipeline […]


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27 Mar 2015 7:54pm GMT

Grab all Quad HD wallpapers from the HTC One M9+ here

Right before the HTC One M9 was announced, we came across a flurry of wallpapers believed to be of the smartphone. Now with the One M9+ expected to break cover soon, it has received similar treatment as well. The One M9+ smartphone is believed to be packing a Quad HD display, so all the wallpapers […]


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27 Mar 2015 7:53pm GMT

Huawei’s Kirin 930 SoC uses a modified version of the Cortex-A53 CPU cores

Huawei recently announced the Kirin 930 SoC, with the MediaPad X2 being the first device to be packing this chipset. Closer analysis of the SoC took everybody by surprise as all eight CPU cores were revealed to be Cortex-A53, while rival manufacturers use four Cortex-A53 cores and four high power Cortex-A57 CPU cores for efficiency and performance respectively. […]


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27 Mar 2015 7:30pm GMT

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TiVo overhauls Android app to release version 3.0

TiVo was a technology that started to change how people viewed their TV shows. It may not be the industry leader now, but it helped pave the way for the … Continue reading

27 Mar 2015 7:00pm GMT

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MLB Manager 2015 heads to the Play Store for this season

The 2015 MLB season starts on April 5 when the St. Louis Cardinals head to Wrigley Field to play the Chicago Cubs. For the next seven months, baseball will be the primary sport to watch as teams vie for a World Series victory. Fans can play their own version of the season and future seasons […]


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27 Mar 2015 6:19pm GMT

Moto G (2014) now receiving Lollipop update in the UK

If you own a Moto G (2014) and reside in the UK, you may want to listen up, as Motorola has just started pushing out the much-anticipated Android 5.0 Lollipop update to all unlocked variants of the handset located in your region. All the changes you'd expect to find in Lollipop are bundled into this upgrade, […]


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27 Mar 2015 6:17pm GMT

YouTube now supports 4K video at 60fps

A few months ago, YouTube enabled its publishers to upload 4K videos to its platform and as if that wasn't enough, Google has today announced the launch of a new streaming version, called 4K Ultra HD, which essentially combines the 4K resolution (3840×2160) with 60 frames-per-second video playback to create the smoothest possible viewing experience. […]


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27 Mar 2015 6:03pm GMT

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OnePlus reportedly working on a drone (or not)

That "unspecified new product" that OnePlus has been teasing us these past few weeks may not be at all what we expected. While their ongoing hashtag #OneGameChanger has led us … Continue reading

27 Mar 2015 6:00pm GMT

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How much free space do you actually get on a Galaxy S6?

The folks over at GSM Arena have been lucky enough to get their hands on three of Samsung's flagship smartphones of 2015, the Galaxy S6, and have taken to their blog to report how much free space you'll actually be getting when you purchase a 32GB, 64GB or 128GB model. Straight out of the box, […]


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27 Mar 2015 5:47pm GMT

Google Now cards on their way to Chrome Launcher 2.0

Owners of Chromebooks running the Chrome OS should expect to see a feature from the Android platform make its way over to their devices before much longer. Google has added support for Google search, including Google Now cards, to the next version of their Chrome Launcher 2.0. Testing of the new launcher is rolling out […]


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27 Mar 2015 5:30pm GMT

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SoulCraft franchise outs cross platform MOBA game

Mobilebits has probably made a ton of cash and game dev rep out of its SoulCraft franchise on Android. The latest release, SoulCraft 2: League of Angels, was a graphically … Continue reading

27 Mar 2015 5:00pm GMT

6 more countries can now buy the Nexus 6

Just merely two weeks after the Nexus 6 was officially released in the US through Verizon, 6 more countries have been added to the growing list of those that can … Continue reading

27 Mar 2015 4:00pm GMT

Amazon offers unlimited cloud storage plans

It used to be that users were already satisfied with getting 1 or 2 GB free from cloud storage services. But with the amount of media and data files that … Continue reading

27 Mar 2015 3:00pm GMT

Keep your files safe with a 2-Yr SOS Online Backup plan [DEALS]

Backing up our important files and precious memories is something we all know we must do but almost never do. We never run out excuses. It's too hard to create … Continue reading

27 Mar 2015 2:00pm GMT

Syberia 2 adventure game now available for Android devices

If 2004 seems like a million years ago (well, a decade to be precise), then it means it's time to introduce a whole new generation to a game that was … Continue reading

27 Mar 2015 1:00pm GMT

Square Enix’s Final Fantasy: Record Keeper in the house

You think Square Enix and you immediately think Final Fantasy. That's what you're getting with "Final Fantasy: Record Keeper", a nostalgic review of great Final Fantasy series moments. This time … Continue reading

27 Mar 2015 12:00pm GMT

Samsung Galaxy S6, HTC One M9: where and when to get them

The cat is out of the bag: Samsung's and HTC's flagships are coming to town. But while they are set for an April launch, some might be able to get … Continue reading

27 Mar 2015 11:00am GMT

Galaxy S6 to reportedly have dual sim in China, Russia, Philippines

We're still a few weeks away from the official release of Samsung's newest flagship the Galaxy S6, but already, rumors of a dual SIM version have been flooding tech sites … Continue reading

27 Mar 2015 10:00am 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

26 Feb 2015

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A New Way to Promote Your App on Google Play

Posted by Michael Siliski, Product Management Director, Google Play

Google Play now reaches more than 1 billion people on Android devices in more than 190 countries, helping a growing number of developers like you build successful global businesses. In fact, in the past year, we paid more than $7 billion to developers distributing apps and games on Google Play. We remain as committed as ever to making Google Play the best place to find great apps, games and other entertainment.

App discovery plays a critical role in driving your continued success, and over the past year Google has provided best practices to enhance app discovery and engagement, as well as app promotion tools to get the most out of search and display advertising for developers. We are always looking for new ways to help you get your apps in front of potential new users. That's why, in the next few weeks, we will begin piloting sponsored search results on Google Play, bringing our unique expertise in search ads to the store.

With more than 100 billion searches every month on Google.com, we've seen how search ads shown next to organic search results on Google.com can significantly improve content discovery for users and advertisers, both large and small. Search ads on Google Play will enable developers to drive more awareness of their apps and provide consumers new ways to discover apps that they otherwise might have missed.

In the coming weeks, a limited set of users will begin to see ads from a pilot group of advertisers who are already running Google search ads for their apps. We'll have more to share in the coming months about the expansion of this program as we look at the results and feedback. We believe search ads will be a useful addition to Google Play for users and developers alike, and we hope this will bring even more success to our developer community.

26 Feb 2015 1:05pm GMT

25 Feb 2015

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Bringing apps to the workplace with Google Play for Work

Posted by Matt Goodridge, Google Play team

Work doesn't just happen in an office from 9 to 5 anymore. Today's workers are mobile workers, and they need to be able to get things done as efficiently and collaboratively as possible, at any time. That's why the Android for Work initiative is bringing together partners across the ecosystem, from device and app makers to networking and management solutions, to provide businesses with a secure, flexible and reliable mobility platform that users already know and love.

Google Play for Work allows businesses to securely deploy and manage enterprise-grade apps, across all of their users running Android for Work. Google Play for Work simplifies the process of distributing apps to employees and ensures that IT approves every deployed app. For developers, this is an opportunity to reach a new audience at scale through bulk installs or purchasing, which enables easy installation of your app across enterprises.

How to join Google Play for Work

Free apps will be available on Google Play for Work at launch with no action needed on your part. If you have a paid app, you'll soon be able to opt-in to make your app available for bulk purchase on Google Play for Work in the Developer Console during the app publishing process. Find out more about publishing in the Google Play Developer Help Center.

Designing great apps for Android for Work

Apps that are installed from Google Play for Work will function without code changes. However, please note that some of the controls that Android for Work offers IT admins could affect how your app works. To ensure the best possible experience for your users, watch the first in our series of Android for Work DevBytes below to understand the best practices you should be following in developing your app.

More DevBytes will be posted to our YouTube channel soon. Find out more about Android for Work.

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25 Feb 2015 11:06pm GMT

24 Feb 2015

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We'll see you at GDC 2015!

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

The Game Developers Conference (GDC) is less than one week away in San Francisco. This year we will host our annual Developer Day at West Hall and be on the Expo floor in booth #502. We're excited to give you a glimpse into how we are helping mobile game developers build successful businesses and improve user experiences.

Our Developer Day will take place in Room 2006 of the West Hall of Moscone Center on Monday, March 2. We're keeping the content action-oriented with a few presentations and lightning talks, followed by a full afternoon of hands on hacking with Google engineers. Here's a look at the schedule:

Opening Keynote || 10AM: We'll kick off the day by sharing to make your games more successful with Google. You'll hear about new platforms, new tools to make development easier, and ways to measure your mobile games and monetize them.

Running A Successful Games Business with Google || 10:30AM: Next we'll hear from Bob Meese, the Global Head of Games Business Development from Google Play, who'll offer some key pointers on how to make sure you're best taking advantage of unique tools on Google Play to grow your business effectively.

Lightning Talks || 11:15AM: Ready to absorb all the opportunities Google has to offer your game business? These quick, 5-minute talks will cover everything from FlatBuffers to Google Cast to data interpolation. To keep us on track, a gong may be involved.

Code Labs || 1:30PM: After lunch, we'll turn the room into a classroom setting where you can participate in a number of self-guided code labs focused on leveraging Analytics, Google Play game services, Firebase and VR with Cardboard. These Code Labs are completely self-paced and will be available throughout the afternoon. If you want admission to the code labs earlier, sign up for Priority Access here!

Also, be sure to check out the Google booth on the Expo floor to get hands on experiences 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 our presence at GDC, including a full list of our talks and speaker details, please visit g.co/dev/gdc2015. Please note that these events are part of the official Game Developer's Conference, so you will need a pass to attend. If you can't attend GDC in person, you can still check out our morning talks on our livestream at g.co/dev/gdc-livestream.

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24 Feb 2015 7:28pm GMT

Android Developer Story: GinLemon - Breaking through with Google Play

Posted by Letitia Lago, Google Play team

It's not often that a developer is born from a summer holiday joke and a parent's love of furniture making. But this is exactly how Vincenzo Colucci started GinLemon, a successful app business on Google Play.

The choice of Android was an obvious one to Vincenzo, although he didn't have experience with Android development at the start - he learned it by downloading the tools and playing with the examples.

From his original scratch card app, to the global success of Smart Launcher, Vincenzo is proof that great apps can come from personal passion and the willingness to do something a little different.

Find out more about Vincenzo's journey in this video.

Vincenzo and the team he has built around Smart Launcher are working on a major update, which will be free and they hope to release in March. They also have Smart Locker, a series of lock screens with some unique features, in development and other projects in the pipeline.

To learn about creating apps for Google Play and building your own app business, check out The Secrets to App Success on Google Play [ebook], a detailed playbook on the best practices and tools you can use to maximize the reach, retention, and revenue of your new app.

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24 Feb 2015 6:00pm GMT

18 Feb 2015

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Building for Android Wear: Depth and Flexibility

Posted by Timothy Jordan, Developer Advocate

With so many recent updates and improvements to Android Wear, it's high time to share an updated overview of the platform. We're certainly not done-there's a lot more to come-but this is the picture today as you start or continue developing your groundbreaking Android Wear user experiences.

Guns'n'Glory Heros and Strava

The Android Wear platform emphasizes depth and flexibility. Built on Android, it allows developers to use familiar APIs to create useful, performant, and imaginative apps that run directly on the watch. In the spirit of Android, you have the freedom to make substantial changes to the user experience, including the creation of custom watch faces. There are three main categories of experiences you can build: apps, custom watch faces, and notifications.

Apps

Apps that are built for Android Wear run directly on the watch and can do nearly anything a phone can, from tracking your run to giving you a little entertainment while waiting for the bus. Some even work without a connection to the phone, such as fitness and music apps. There are libraries to help you move data between the phone and the wearable, as well as create stunning and adaptable UIs. Here's a list of some of the great features you have access to:

Feature Documentation
Full screen activities with touch events Creating Custom UIs for Wear Devices
Notifications and custom actions UI Patterns for Android Wear
Custom Watch faces Creating Watch Faces
Layouts for round and square devices Creating Custom UIs for Wear Devices
OpenGL Displaying Graphics with OpenGL ES
Sensors
  • Accelerometer
  • Gyroscope
  • Compass
  • Barometer
  • Heart rate sensor
SensorManager
Haptics Vibrator
Microphone AudioRecord
Voice actions Adding Voice Capabilities
GPS Detecting Location on Android Wear
Offline storing of data / music Transferring Assets
Media playback controls MediaSession, MediaController
Framework based on Android 5.0 API 21 Android 5.0 APIs
Standalone or synchronized apps Sending and Syncing Data


Selected watch faces

Watch Faces

The ability to create custom watch faces gives you direct access to the most prominent UI element on a user's most personal device. The API is simple enough to build watch faces quickly and flexible enough to allow personalization. Again, given the depth and flexibility of the Android platform, you can create something for the user that's both beautiful and packed with unique features.

The development journey starts with the simplicity of bringing your design to the wrist. At the core of the watch face API is the onDraw method that allows you to draw whatever design you can think of to the canvas at a high enough frame rate to deliver fluid animation. This will come through at full fidelity while the watch is in interactive mode.

At other times, when the watch is in ambient mode, you're able to draw a more discreet version of the watch face. Additional preferences can be set to arrange the system UI elements appropriately for your design. Once those basics are covered, the limits are your imagination! You can go further with additions like the moon phase, current weather, or fitness stats. Watchmakers call these items "complications" -- but with Android they're hardly complicated. Once you have the data, just draw it on the canvas as you did the time.

Glympse and WhatsApp

Notifications

Of course, Android Wear Notifications are the easiest way to get started in the world of wearables. If you've got an Android app with notifications -- they already work on a Wear watch. If you've already enhanced your notification with actions, this is even better and also automatically already works. You can take things further with Wear-specific functionality like Stacks, Pages, and Voice Replies that make your notifications richer experiences on the wrist.

The user experiences you build for Wear get to take advantage of the power and flexibility of the Android platform. It's easy to get started and possible to create truly groundbreaking UI for your users. Together, we can create an ecosystem of user experiences as diverse as the watches they run on and the people who wear them.

Check out the developer videos and documentation for more, and share your thoughts on the Android Wear Developers community. We can't wait to see the innovative user experiences you will build on Android Wear.

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18 Feb 2015 7:24pm GMT