Making the Android Developer Console work for your whole team

[This post is by Ellie Powers, a product manager on the Google Play team. — Tim Bray]

As your apps have gotten more successful, more people have joined your team. Today, we’re making it easier to work together on analyzing and managing your published Android apps. Sharing passwords is generally a bad idea; so as of now, there’s no need to do that for the Android Developer Console — everyone can use his or her own Google account.



The account that you use today to sign into the Android Developer Console will become the account owner; only the account owner can manage access to the Console. The account owner can email an invitation to anyone; when they accept it, they’ll need to use a Google account to sign in.



Different people in your team do different jobs, so when you invite someone to your Android Developer Console, you’ll be able to specify what access they need. Today, you can limit access per-user to financial reports. In the future, we’ll give you more fine-grained control over access to the Console. For details, see Account owner and user access.



We hope this helps your team collaborate more easily. If you have any issues, feel free to get in touch via the Developer Help Center.



Join the discussion on

+Android Developers



Crossing the 50 billion km mark & giving Google Maps for Android a fresh look

(Cross-posted on the Official Google Blog)

Every day, millions of people turn to Google Maps for Android for free, voice-guided GPS navigation to guide them to their destination. So far, Navigation on Google Maps for Android has provided 50 billion kilometers of turn-by-turn directions, the equivalent of 130,000 trips to the moon, 334 trips to the sun, 10 trips to Neptune or 0.005 light years! When getting to your destination matters most, Google Maps for Android will get you there:




A new look for Navigation on Android 4.0+ phones
In today’s release of Google Maps 6.5 for Android we’ve redesigned the Navigation home screen in Android 4.0+ to make it easier to enter a new destination or select from recent and favorite locations by swiping left or right.


Left: New Navigation home screen Right: Navigation in Google Maps for Android


Crisper, faster maps for high pixel density devices
If your device has a high pixel density screen, such as those on Galaxy Nexus, Galaxy S II, Droid Razr and others, you’ll now get higher resolution map tiles that take better advantage of the pixels-per-inch on your screen. The result is a crisper, less cluttered map that is easier to read:


Left: Previous style Right:New style in Google Maps 6.5 for Android


Compare our new map on the right to the previous map on the left. The road network is easier to see, less obstructed by labels, and has more color contrast. At more zoomed-in levels, you’ll notice a more controlled amount of maps labels to avoid cluttering the map and blocking out street names. The new style also helps maps react faster to panning, zooming, and twisting.

You'll start seeing the new style as you navigate around new areas on the map; however, you can see these changes immediately by clearing your cache from the Maps settings.

Pick your preferred public transit mode and route option
Google Maps 6.5 for Android now lets you choose to prioritize a particular transit mode (such as the bus or subway) and route option (like taking the recommended route, one with fewer transfers or one with less walking). Whether you just need to get somewhere as fast as possible, or you want to avoid the risk of a missed connection or you prefer not to tire your legs, you can get the transit directions that best suit you. Transit directions and schedules are available for 475 cities around the world.


To start using Google Maps 6.5 for Android, download the update from Google Play. Learn more about how to use other great features of Google Maps for Android on the redesigned Google Maps YouTube channel that has 12 new videos available today.

New Sales Reports on Google Play



[This post is by Debashish Chatterjee, Krishna Atkuru, and Ellie Powers of the Google Play Publisher Site team. —Dirk Dougherty]



For app publishers, complete and timely sales reporting is incredibly useful for managing a business on Google Play. Today we are introducing a new financial tool — Estimated Sales Reports — to give you visibility over ongoing product sales and help you support customers between payout cycles.



The new sales reports show you complete transaction details of recent sales and refunds for all products in your developer account, including both in-app products and paid apps. Each report is a cumulative for the current payout period, updated nightly with the details of recent transactions. As customers complete purchases and their accounts are charged (or refunds are applied), the new transaction details are appended to the Estimated Sales Report. Depending on account timezone differences, transactions appear on the estimated sales report within 2 days of completion. Finally, at the close of the monthly payout cycle, the current Estimated Sales Report is archived and a new report is created for the next cycle.





You can access current or past sales reports from the “Merchant Reports” section of the Developer Console. The Estimated Sales Reports are downloadable CSV (comma-separated values) files, so you can analyze the data using any tools you choose, in the same way as you've been doing for payout reports. The sales reports list the same details as payout reports — buyer and order, product, device information, amount, currency of sale, and more — except without final payment details. This makes it easier for you to reconcile recorded sales against your actual payouts. Estimated sales reports are available with data starting February 1, 2012.



We’ve also taken this opportunity to rename our existing “Merchant Sales Reports” to Monthly Payout Reports, to better reflect their content.



Together with the application statistics introduced last month, the Estimated Sales and Monthly Payout Reports give you a more complete view of your products’ download and sales activity over time. We hope you’ll find them useful. As always, please feel free to give us feedback through the Developer Help Center.



Join the discussion on

+Android Developers



Google Voice for Android, now with Ice Cream Sandwich voicemail integration

(Cross posted on the Google Voice Blog)

Since we launched Google Voice back in 2009, we’ve supported visual voicemail so you could open the Google Voice app, see all your voicemails with text transcripts, and play them on-demand. But sometimes when I get a missed call, I don’t want to jump between my call log and the Google Voice app to see who has called me and what message they left.

So, today, we’re updating our mobile app so you can view and listen to your voicemails on demand directly from the call log on your Android phone. Your voicemails will appear alongside your outgoing, incoming, and missed calls in your phone’s call log and you can just simply touch them to play them. You can slow down the playback of the message which is great for when someone is telling you their callback number, or you even speed playback up, so you can quickly listen to longer messages.



To turn this feature on, download the latest app from Google Play and check “Voicemail display” under settings. This new feature requires Android 4.0+.

Updated SDK Tools and ADT revision 17

Today we are releasing an update to the SDK Tools and the Eclipse plugin. Revision 17 brings a lot of new features and bug fixes in various areas such as Lint, the build system as well as the emulator.

Lint is a static checker which analyzes Android projects for a variety of issues around correctness, security, performance, usability and accessibility, checking your XML resources, bitmaps, ProGuard configuration files, source files and even compiled bytecode. It can be run from within Eclipse or from the command line.
New for r17:

  • Added check for Android API calls that require a version of Android higher than the minimum supported version. You can use the new @TargetApi annotation to specify local overrides for conditionally loaded code. For more information, read here.
  • Added over 40 new Lint rules for a total of over 80, including checks for performance, XML layouts, manifest and file handling. For a full list read here.
  • Added ability to suppress Lint warnings in Java code with the new @SuppressLint annotation, and in XML files with the new tools: namespace prefix and ignore attribute. For more information, read here.
  • Improved HTML and XML reporting and Eclipse integration. For more information, read here.

We’ve also made improvements to the build systems for Eclipse and Ant:

  • Added strict dependency support for 3rd party Jar files. You can read more information here.
  • Added support for custom views with custom attributes in libraries. Layouts using custom attributes must use the namespace URI http://schemas.android.com/apk/res-auto instead of the URI that includes the app package name. This URI is replaced with the app specific one at build time.
  • Added a feature that allows you to run some code only in debug mode. Builds now generate a class called BuildConfig containing a DEBUG constant that is automatically set according to your build type. You can check the (BuildConfig.DEBUG) constant in your code to run debug-only functions such as outputting debug logs.

The emulator is seeing some big improvements as well:

  • Thanks to contributions to AOSP from Intel, the emulator now supports running x86 system images in virtualization mode on Windows and Mac OS X. This allows the emulator running at near native speed. The drivers are available through the SDK Manager. Read more here.
  • After adding webcam support and sensor emulation, we are adding experimental support for Multi-Touch input through a tethered Android device. (Read more here)

Finally, we are also releasing an updated Support Library with the following improvements:

  • ShareCompat provides easy helper classes for both sending and receiving content for social sharing apps.
  • NavUtils and TaskStackBuilder provide cross-version support for implementing the Android Design guidelines for navigating within your app including the action bar's "Up" button.
  • NotificationCompat.Builder provides a compatibility implementation of Android 3.0's Notification.Builder helper class for creating standardized system notifications.
  • A new Library Project adds support for GridLayout back to API level 7 and higher.

You can get more information about these changes in the SDK Tools Release Notes and ADT Release Notes.

Unifying Key Store Access in ICS

[This post is a group effort by Tony Chan, Fred Chung, Brian Carlstrom, and Kenny Root. — Tim Bray]



Android 4.0 (ICS) comes with a number of enhancements that make it easier for people to bring their personal Android devices to work. In this post, we’re going to have a look at the key store functionality.

Back in Android 1.6 (Donut), a system key store was added for use by VPN. Although this was later expanded to support WiFi authentication, applications weren’t able to access it.

In the past, it was common practice for apps to maintain their own key store if they needed to authenticate a secure SSL web server, or authenticate the user to a server via a client certificate. While this works, it can present manageability issues in an enterprise environment where multiple certificates may be shared across a number of apps such as Email and Browser.

New in ICS: KeyChain

To bridge the gap in ICS, there’s a new API named KeyChain that regulates application access to the system key store and allows users to grant application access to the credentials stored there. Additionally, this API enables applications to initiate installation of credentials from X.509 certificates and PKCS#12 key stores.

The KeyChain API is rather simple. To install a key store or a certificate, you retrieve an install intent, supply the raw bytes of the credentials, and use the intent to launch a system installation dialog. If it’s a keystore, as in the example below, you’ll need provide the data in PKCS#12 format, and the user will have to know the PKCS#12 password.

  byte[] keystore = . . (read from a PKCS#12 keystore)

Intent installIntent = KeyChain.createInstallIntent();
installIntent.putExtra(KeyChain.EXTRA_PKCS12, keystore);
startActivityForResult(installIntent, INSTALL_KEYSTORE_CODE);

The install intent launches a system dialog that prompts the user to enter the password for the keystore.

This can also be used for installing organizational CA certificates which will then be trusted by all applications to authenticate to non-public servers with certificates issued by the same CA.

In ICS, Android no longer requires a separate password to protect the system credential storage. Rather, it uses the screen lock password for this purpose, and the Android Device Administration API can be used for central policy enforcement. This means, for example, that the screen lock password can’t be removed as long as the secured credentials remain on the device.

Accessing System Key Store Credentials

Once the system key store is configured, the KeyChain API offers functions such as requesting a client certificate for authenticating with an SSL server. The first time an application requests access, the user is prompted with a list of available certificates and can select one to grant access to that certificate to the application. If the user chooses to allow access to a certificate, a string alias name for the certificate is returned to the application. The application can then use the alias to access the certificate in the future without further user involvement.

The code below illustrates how an application can prompt the user to select a credential alias and grant access to the application. KeyChain will remember this selection such that the same application can save the credential alias selection and have access to the same certificate in future. For example, the Email application for ICS has implemented this feature in its Server Settings screen.

  KeyChain.choosePrivateKeyAlias(this,
new KeyChainAliasCallback() {

public void alias(String alias) {
// Credential alias selected. Remember the alias selection for future use.
if (alias != null) saveAlias(alias);
}
},
new String[] {"RSA", "DSA"}, // List of acceptable key types. null for any
null, // issuer, null for any
"internal.example.com", // host name of server requesting the cert, null if unavailable
443, // port of server requesting the cert, -1 if unavailable
null); // alias to preselect, null if unavailable

Once an application has been granted access to the certificate, it can access the private key through the getPrivateKey() method. It is worth noting that as with any PrivateKey objects, the application should not make assumptions about the encoding. For example, on some implementations the PrivateKey object may just be an opaque representation of a key stored in a hardware key store.

Here’s a sample code snippet that demonstrates the use of private key retrieved from the key store for signing:

    PrivateKey privateKey = KeyChain.getPrivateKey(context, savedAlias);
if (privateKey != null) {
...
Signature signature = Signature.getInstance("SHA1withRSA");
signature.initSign(privateKey);
...
}

A common use of the private key is for SSL client authentication. This can be implemented by using an HttpsURLConnection with a custom X509KeyManager that returns the PrivateKey retrieved from the KeyChain API. The open source Email application for ICS uses KeyChain with an X509ExtendedKeyManager. To learn more, have a look at the source code (in SSLUtils.java).

This API provides a unified way to access the system key store credentials. If your application uses client certificates (take note: enterprise email client or web browser developers) you should definitely look into the KeyChain API for your next update!

Introducing Google Play: All your entertainment, anywhere you go

(Cross-posted from the Official Google Blog)

Entertainment is supposed to be fun. But in reality, getting everything to work can be the exact opposite—moving files between your computers, endless syncing across your devices, and wires…lots of wires. Today we’re eliminating all that hassle with Google Play, a digital entertainment destination where you can find, enjoy and share your favorite music, movies, books and apps on the web and on your Android phone or tablet. Google Play is entirely cloud-based so all your music, movies, books and apps are stored online, always available to you, and you never have to worry about losing them or moving them again.



With Google Play you can:
  • Store up to 20,000 songs for free and buy millions of new tracks
  • Download more than 450,000 Android apps and games
  • Browse the world’s largest selection of eBooks
  • Rent thousands of your favorite movies, including new releases and HD titles
Starting today, Android Market, Google Music and the Google eBookstore will become part of Google Play. On your Android phone or tablet, we’ll be upgrading the Android Market app to the Google Play Store app over the coming days. Your videos, books and music apps (in countries where they are available) will also be upgraded to Google Play Movies, Google Play Books and Google Play Music apps. The music, movies, books and apps you’ve purchased will continue to be available to you through Google Play—simply log in with your Google account like always.

To celebrate, we’ll be offering a different album, book, video rental and Android app at a special price each day for the next week in our “7 Days to Play” sale. In the U.S., today’s titles include the collection of top 40 hits Now That's What I Call Music 41, the popular game Where's My Water, the novel Extremely Loud and Incredibly Close and the movie Puncture for just 25 cents each. In addition, you'll find great collections of hip-hop, rock and country albums for $3.99 all week, detective novels from $2.99, some of our editorial team's favorite movies from 99 cents, and our favorite apps from 49 cents.

In the U.S., music, movies, books and Android apps are available in Google Play. In Canada and the U.K., we’ll offer movies, books and Android apps; in Australia, books and apps; and in Japan, movies and apps. Everywhere else, Google Play will be the new home for Android apps. Our long-term goal is to roll out as many different types of content as possible to people around the world, and we’ll keep adding new content to keep it fresh.

To learn more, head over to play.google.com/about or keep up with the latest on our Google+ page. If you’re headed to Austin later this week for South by Southwest, come to the Google Village to see Google Play in action. We can’t wait for you to try Google Play and experience a simpler way to manage your entertainment.

Introducing Google Play



[This post is by Kenneth Lui, Android Developer Ecosystem. —Dirk Dougherty]

For more than a year we’ve been focused on expanding the reach, content, and monetization opportunities of Android Market. We started by extending the store to users on the web and then went on to add books, movies, and music. The number of people who have visited, registered, and downloaded from the store has been amazing.



Today we’re launching Google Play, an integrated destination for apps, books, movies, and music, accessible to users on Android devices and to anyone on the Web. As part of this launch, Google Play replaces and extends Android Market — users everywhere can now find their favorite apps and games in Google Play, with other digital content, all in one place.



We believe that with a strong brand, compelling offerings, and a seamless purchasing and consumption experience, Google Play will drive more traffic and revenue to the entire ecosystem.



We’ll be investing in the brand to bring Google Play to as many people as possible, and we’ll also invest in the latest digital content to keep Google Play fresh, relevant, and engaging. Apps and games remain the core of Google Play, so we’ll continue investing in new ways to connect users with their favorite apps, and developers with new customers.







As we grow and promote Google Play around the world, we’ll be marketing your apps and games at the same time. Our policies have not changed and our goal is still the same — to create a great, open marketplace for distributing Android apps.



Google Play is built on the same infrastructure as Android Market, so the transition for users and developers will be seamless. Users can sign into their existing accounts with the same credentials as before and purchase content using the same payment methods. As a developer, there’s no change needed to your published products and you can continue to use the same publishing tools to put your app in front of hundreds of millions of Android users. If your app was in Android Market yesterday, it’s in Google Play today.



We’ll be rolling out Google Play to devices in a phased OTA update, starting today and continuing over the days to come. With the update, the Android Market app will upgrade to the Play Store app and the Music, Videos, and Books apps will upgrade to Play Music, Play Movies, and Play Books. This update is for devices running Android 2.2 or higher, and users on other devices will continue to have the same access to your apps as before.



You can start sending customers to your products in Google Play right away. Check out the updated “Get it on Google Play” badges and look for an email with more details on the transition. In the meantime, you can check out the Google Play web site at the link below and join the discussion on +Android Developers.



http://play.google.com

Android Apps Break the 50MB Barrier

Android applications have historically been limited to a maximum size of 50MB. This works for most apps, and smaller is usually better — every megabyte you add makes it harder for your users to download and get started. However, some types of apps, like high-quality 3D interactive games, require more local resources.

So today, we’re expanding the Android app size limit to 4GB.

The size of your APK file will still be limited to 50MB to ensure secure on-device storage, but you can now attach expansion files to your APK.

  • Each app can have two expansion files, each one up to 2GB, in whatever format you choose.

  • Android Market will host the files to save you the hassle and cost of file serving.

  • Users will see the total size of your app and all of the downloads before they install/purchase.

On most newer devices, when users download your app from Android Market, the expansion files will be downloaded automatically, and the refund period won’t start until the expansion files are downloaded. On older devices, your app will download the expansion files the first time it runs, via a downloader library which we’ve provided below.

While you can use the two expansion files any way you wish, we recommend that one serve as the initial download and be rarely if ever updated; the second can be smaller and serve as a “patch carrier,” getting versioned with each major release.

Helpful Resources

In order to make expansion file downloading as easy as possible for developers, we're providing sample code and libraries in the Android SDK Manager.

  • In the Google Market Licensing package, an updated License Verification Library (LVL). This minor update mostly adds the ability to obtain expansion file details from the licensing server.

  • From the Google Market APK Expansion package, the downloader service example. The library makes it relatively simple to implement a downloader service in your application that follows many of our best practices, including resuming downloads and displaying a progress notification.

Because many developers may not be used to working with one or two large files for all of their secondary content, the example code also includes support for using a Zip file as the secondary file. The Zip example implements a reasonable patching strategy that allows for the main expansion file to “patch” the APK and the patch file to “patch” both the APK and the main expansion file by searching for asset files in all three places, in the order patch->main->APK.

Expansion File Basics

Expansion files have a specific naming convention and are located in a specific place for each app. As expansion files are uploaded to the publisher site, they are assigned a version code based upon the version of the APK that they are associated with. The naming convention and location are as follows:

Location: <shared-storage>/Android/obb/<package-name>/
Filename: [main|patch].<expansion-version>.<package-name>.obb
Example: /sdcard/Android/obb/com.example.myapp/main.5.com.example.myapp.obb

Expansion files are stored in shared storage. Unlike APK files, they can be read by any application.

Downloading and Using the Expansion Files

When the primary activity for the app is created, it should check to make sure the expansion files are available. The downloader library provides helper functions (for example the “Helpers” class in the code below) to make this easy.

boolean expansionFilesDelivered() {
// get filename where main == true and version == 3
String fileName = Helpers.getExpansionAPKFileName(this, true, 3);
// does the file exist with FILE_SIZE?
if (!Helpers.doesFileExist(this, fileName, FILE_SIZE, false)) {
return false;
}
return true;
}

If the file does not exist, fire up the downloader service with DownloaderClientMarshaller.startDownloadServiceIfRequired(). The downloader will perform an LVL check against the server. This check will deliver the names of the files, file sizes, and the file URLs.

Once that check has been completed, it will begin downloading the files. You don’t have to use our download solution, but you might want to because we:

  • Include a notification UI that provides progress and estimated completion time in layouts customized for ICS and pre-ICS devices

  • Resume large files safely

  • Handle redirection with appropriate limits

  • Run in the background as a service

  • Pause and resume downloads when WiFi is not available

Enjoy! We can’t wait to see what kinds of things developers do with this! For more information about how to use expansion files with your app, read the APK Expansion Files developer guide.

[This post wasn’t actually written by anyone, but bashed out by a posse of engineering and product-management people. Heavy bashers included Dan Galpin, Ilya Firman, Andy Stadler, Michael Siliski, and Ellie Powers.]

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