Android Market Client Update

[This post is by Eric Chu, Android Developer Ecosystem. —Dirk Dougherty]

The Android Market engineering team has been hard at work on improving the Android Market experience for users and developers. Today, I’m pleased to announce a significant update to the Android Market client. Over the next two weeks, we’ll be rolling out a new Android Market client to all devices running Android 1.6 or higher.

This new Market client introduces important features that improve merchandising of applications, streamline the browse-to-purchase experience, and make it easier for developers to distribute their applications.

With a focus on improving discoverability and merchandising, we’ve introduced a new carousel on the home and category screens. Users can quickly flip through the carousel to view promoted applications and immediately go to the download page for the application they want. Developers have been very active in creating great Widgets and Live Wallpapers. To make it easier for users to find their favorites, we’re introducing two new categories for Widgets and Live Wallpapers. Applications that include Widgets and Wallpapers will be automatically added to those new categories. We’ll also be adding more categories for popular applications and games in the weeks ahead. In addition, the app details page now includes Related content, which makes it easier for users to quickly find apps of similar interest.


To streamline the browse-to-purchase experience, users can now access all the information about an application on a single page without the need to navigate across different tabs. We’re also introducing application content rating to provide users with more information about applications they are interested in. Since most users who request a refund do so within minutes of purchase, we will reduce the refund window on Market to 15 minutes. This change will be largely transparent to buyers, but will help developers manage their businesses more effectively.


To make it easier for developers to distribute and manage their products, we will introduce support for device targeting based on screen sizes and densities, as well as on GL texture compression formats. We are also increasing the maximum size for .apk files on Market to 50MB, to better support richer games.

With this release, we aimed to deliver features that are most requested by users and developers. However, we’re not done yet. We plan to continue to rapidly enhance Android Market for both users and developers and make it the best content distribution service for the Android ecosystem.

Please stay tuned as we continue to deliver new capabilities in the coming weeks and months.

Saving Data Safely

With the advent of Gingerbread, we’re going to be running a series of posts in this space about the aspects of Android 2.3 that developers should care about. One thing that developers should care about more than anything else is not losing data. The rules are changing slightly as Gingerbread arrives, so I thought that would be a good starting point. I didn’t write this; I pulled it together from the contents of an email thread involving Android engineers Brad Fitzpatrick, Dianne Hackborn, Brian Swetland, and Chris Tate.

The question is: how do you make really sure your data’s been written to persistent storage? The answer involves a low-level system call named fsync(). Old C programmers like me mostly learned this the hard way back in the Bad Old Days; in 2008 at OSCON I immensely enjoyed Eat My Data: How Everybody Gets File IO Wrong by Stewart Smith; I've included a picture I took of one of his slides.

The reason this should be of concern to Android developers is that with 2.3, an increasing proportion of devices, notably including the Nexus S, are going to be moving from YAFFS to the ext4 filesystem, which buffers much more aggressively; thus you need to be more assertive about making sure your data gets to permanent storage when you want it to.

If you just use SharedPreferences or SQLite, you can relax, because we’ve made sure they Do The Right Thing about buffering. But if you have your own on-disk format, keep in mind that your data doesn't actually consistently reach the flash chip when you write() it or even when you close() it. There are several layers of buffering between you and the hardware! And because of ext4 buffering policy, any POSIX guarantees that you thought you had before (but actually didn't), you especially don't have now.

Some Android devices are already running non-YAFFS filesystems, but as we brought up the Nexus S, buffering issues have actually bitten us a couple of times in framework code. When the Gingerbread source code becomes available, you’ll find lots of examples of how file I/O should be done.

To start with, for raw data consider using one of the synchronous modes of java.io.RandomAccessFile, which take care of calling fsync() for you in the appropriate way. If you can’t, you’ll want Java code that looks something like this.

     public static boolean sync(FileOutputStream stream) {
         try {
             if (stream != null) {
                 stream.getFD().sync();
             }
             return true;
         } catch (IOException e) {
         }
         return false;

In some applications, you might even want to check the return status of the close() call.

Now of course, there are two sides to this story. When you call fsync() and force the data onto storage, that can be slow; worse, unpredictably slow. So be sure to call it when you need it, but be careful not to call it carelessly.

Background reading if you want to know more:

Android 2.3 Platform and Updated SDK Tools

Today we're announcing a new version of the Android platform — Android 2.3 (Gingerbread). It includes many new platform technologies and APIs to help developers create great apps. Some of the highlights include:

Enhancements for game development: To improve overall responsiveness, we’ve added a new concurrent garbage collector and optimized the platform’s overall event handling. We’ve also given developers native access to more parts of the system by exposing a broad set of native APIs. From native code, applications can now access input and sensor events, EGL/OpenGL ES, OpenSL ES, and assets, as well a new framework for managing lifecycle and windows. For precise motion processing, developers can use several new sensor types, including gyroscope.

Rich multimedia: To provide a great multimedia environment for games and other applications, we’ve added support for the new video formats VP8 and WebM, as well as support for AAC and AMR-wideband encoding. The platform also provides new audio effects such as reverb, equalization, headphone virtualization, and bass boost.

New forms of communication: The platform now includes support for front-facing camera, SIP/VOIP, and Near Field Communications (NFC), to let developers include new capabilities in their applications.

For a complete overview of what’s new in the platform, see the Android 2.3 Platform Highlights.

Alongside the new platform, we are releasing updates to the SDK Tools (r8), NDK, and ADT Plugin for Eclipse (8.0.0). New features include:

Simplified debug builds: Developers can easily generate debug packages without having to manually configure the application’s manifest, making workflow more efficient.

Integrated ProGuard support: ProGuard is now packaged with the SDK Tools. Developers can now obfuscate their code as an integrated part of a release build.

HierarchyViewer improvements: The HierarchyViewer tool includes an updated UI and is now accessible directly from the ADT Plugin.

Preview of new UI Builder: An early release of a new visual layout editor lets developers create layouts in ADT by dragging and dropping UI elements from contextual menus. It’s a work in progress and we intend to iterate quickly on it.

To get started developing or testing applications on Android 2.3, visit the Android Developers site for information about the Android 2.3 platform, the SDK Tools, the ADT Plugin and the new NDK.

Check out the video below to learn more about the new developer features in Android 2.3.

Content Rating for Android Market

[This post is by Eric Chu, Android Developer Ecosystem. —Tim Bray]

Providing users with more information about applications on Android Market has been a top request from Android users. Starting in a few weeks, we will be showing content ratings for all applications on Android Market. This new capability will provide users with additional information to help them select the best applications for them.

Android Market’s content policy remains the same as before: applications will be rated according to four content rating levels: All, Pre-teen, Teen, & Mature. Details on the rating levels can be found at Android Market Help Center.

To prepare for this launch, starting next week, developers submitting new or updated applications will be required to include a rating for all applications and games uploaded onto Android Market. In addition, developers will have the next several weeks to add a rating to their existing applications and games. Once content rating is visible to users, any applications or games that do not include a rating will be treated as “Mature”.

We are working hard to rapidly deliver improvements and upgrades to Android Market. Please look for more Android Market upgrades in the coming weeks. Thanks for your continued support and please don’t hesitate to give us feedback on what else we can do to make you more successful with Android and Android Market.

Market Housekeeping Alert

We’ve had quite a bit of discussion in this space recently about how to make sure that your app is visible in Android Market to any device that can run it, and only to those devices. In particular, check out two recent pieces by Reto Meier, Future-Proofing Your App and The Five Steps to Future Hardware Happiness.

As Reto points out, Market used to infer some <uses-feature> settings for older apps that were uploaded before certain device features arrived. This hasn’t been the case for applications uploaded since June of this year; developers have had to be careful about <uses-feature> and its android:required attribute. From what we see, it looks like most of you have got this sorted out and things are working smoothly.

However, there are still apps that haven’t been re-uploaded since June. In preparation for introducing some new Market features (that we think you’ll like), we’re about to launch a re-scan of all those legacy apps, looking at their Android Manifests and updating Market’s database. This means that if you have an app that you haven’t updated since June, and it lacks up-to-date <uses-feature> settings, it may stop being visible on certain devices.

We think the set of apps that will have this problem will be small, if only since most successful apps are updated regularly. If you want to be sure, check Reto’s advice here under "Android Market Rule #2”.

We’ve said it before but it bears repeating: There are a lot of different sizes and shapes and flavors of Android devices in the product pipeline, and you want your app available on every one that can possibly run it. So this is an area that is going to be requiring attention from developers on a continuing basis.

Android Market Action

Almost instantly after I joined Google, it became obvious to me that the number-one area where Android developers wanted to see action and progress was in Android Market; your concerns in this area vastly outweighed whatever issues might be bothering you about the handsets and the framework and the programming tools. In recent months there has been a steady, quiet, incremental flow of improvements and upgrades. They add up. This is by way of a glance back at developments since the arrival of Froyo last summer.

First, we introduced error reporting to Market, so developers can see if their apps are locking up or crashing; and if so, exactly where.

Second, we upgraded the Market publisher site to include user comments, so you can read what people are saying about you, or at least what they’re saying in a language you understand.

Third, we added the licensing server, which, when used properly, tilts the economics of Android apps toward you, the developer, and against the pirates.

Fourth, we cranked up the number of countries people can buy and sell apps in: as of now, you can sell them in 29 countries and buy them in 32.

Fifth, we rolled in a “recent changes” feature, a place for developers to put their release notes. Android Market has a zero-friction process for app update, and the really great apps have followed the “release early, release often” philosophy. As a developer, I like having a place to write down what’s behind an app release, and as a person who downloads lots of apps, I like to know what the goodies are in each new update.

Sixth, Market now has a “draft upload” feature; this removes a lot of the tension and strain from the app-update process. Get your screenshots and feature graphics and text and APK all squared away with as much editing as you need to, then update them all with one click.

You’ll notice that I didn’t say “Sixth and last”, because this is a team on a roll and I expect lots more goodness from them; if you care about the larger Android ecosystem, or are already a developer, or are thinking of becoming one, stay tuned to this channel.

Improving App Quality

[This post is by Roman Nurik, who is passionate about icons. —Tim Bray]

With thousands of new apps being published in Android Market every week, it’s becoming more and more important to proactively work at breaking through the clutter (hooray for marketing jargon!). One way of improving your app’s visibility in the ecosystem is by deploying well-targeted mobile advertising campaigns and cross-app promotions. However, there’s another time-tested method of fueling the impression-install-ranking cycle: improve the product!

A better app can go a very long way: a higher quality app will translate to higher user ratings, generally better rankings, more downloads, and higher retention (longer install periods). High-quality apps also have a much higher likelihood of getting some unanticipated positive publicity such as being featured in Android Market or social media buzz.

The upside to having a higher-quality app is obvious. However, it’s not always clear how to write a so called ‘better app.’ The path to improving app quality isn’t always well-lit. The term ‘quality’, and its close cousins ‘polish’ and ‘fit and finish’ aren’t always well-defined. In this post, we’ll begin to light the path by looking at a couple of key factors in app quality, and furthermore, look at ways of improving your app along these dimensions.

Listen to your users

Given that pretty much any measure of the ‘success’ of an app involves user-related metrics such as number of downloads, daily actives, retention rates, etc., it’s a good idea to start thinking of your app’s quality as it relates back to your users.

The most obvious way to listen to users is by reading and addressing comments on your app in Android Market. Although the comments aren’t always productive or constructive, some will provide valuable insight on aspects of your app that you may not have consciously considered before. It’s important to remember that users have the opportunity to change their ratings and comments about an app as much as they’d like.

Now, since Android Market doesn’t currently provide a bidirectional communication medium for developers and their users, you should set up your own support and discussion destination(s). There are some great support tools out there that can put you in touch with your users directly such as Google Groups, Zoho Discussions, getsatisfaction.com and uservoice.com. Once you get set up with such a tool, make sure to fill in the support link in your Android Market listing -- users do click through to these.

Another way to better listen to your users is by having a public beta or trusted tester program. It’s crucial to have some amount of real user testing before releasing something in Android Market. Fortunately, you can distribute your apps to users outside of Market via a website; this website can require a login or be publicly accessible — it’s entirely up to you. Take advantage of this opportunity by offering your next planned update to some early adopters, before submitting to Market. You’ll be surprised by how many little, yet impactful, improvements can come out of crowd-sourced, real-user testing.

Improve stability and eliminate bugs

I won’t go into detail about why this is important, because hopefully it’s obvious. And hopefully you’ve been reading this blog and following the best practices outlined in previous posts, so you have a solid idea on how to improve in this arena.

One noteworthy and yet relatively underused tool for catching stability issues like crashes, is the UI/Application Exerciser Monkey (aka Monkey). Monkey will send random UI events to your app’s activitie, allowing you to trigger user flows that can uncover stability problems.

Also, with the new error reporting features in Android 2.2, users now have the ability to report application crashes to developers. These show up in aggregate in the Android Market developer console. Make sure to read these reports and act on them appropriately.

Lastly, keep an external bug and feature request tracker. This will enable your users to engage with the app at a closer level, by following features and bugs that affect them. User frustration with app problems can be effectively managed with diligent issue tracking and communication. Some of the community support tools listed above offer issue tracking features, and if your project is open source, most popular repository hosting sites such as Google Code and GitHub will offer this as well.

Improve UI Responsiveness

One sure-fire way to tick off your users is to have a slow UI. Research has shown that speed matters... for any interface, be it desktop, web, or mobile. In fact, the importance of speed is amplified on mobile devices since users often need their information on the go and in a hurry.

As Brad Fitzpatrick mentioned in his Google I/O 2010 talk, Writing Zippy Android Apps, you can improve your apps’s UI responsiveness by moving long-running operations off the application’s main thread. See the talk for detailed recommendations and debugging tips.

One way to improve UI performance is to minimize the complexity of your layouts. If you open up hierarchyviewer and see that your layouts are more than 5 levels deep, it may be time to simplify your layout. Consider refactoring those deeply nested LinearLayouts into RelativeLayout. As Romain Guy pointed out in his World of ListView talk at Google I/O, View objects cost around 1 to 2 KB of memory, so large view hierarchies can be a recipe for disaster, causing frequent VM garbage collection passes which block the main (UI) thread.

Lastly, as Tim pointed out in Traceview War Story, tools like traceview and ddms can be your best frends for improving performance by profiling method calls and monitoring VM memory allocations, respectively.

More resources:

Improve usability

I’ll say it again here, listen to your users! Ask a handful of real Android device users (friends, family, etc.) to try out your application and observe them as they interact with it. Look for cases where they get confused, are unsure how to proceed, or are surprised by certain behaviors. Minimize these cases by rethinking some of the interactions in your app, perhaps working in some of the user interface patterns the Android UI team discussed at Google I/O.

In the same vein, two problems that currently plague Android user interfaces are small tap targets and overly small font sizes. These are generally easy to fix and can make a big impact. As a general rule, optimize for ease of use and legibility, while minimizing, or at least carefully balancing, information density.

Another way to incrementally improve usability, based on real-world data, is to implement Analytics throughout your app to log usage of particular sections. Consider demoting infrequently used sections to the options menu, or removing them altogether. For oftenly-used sections and UI elements, make sure they’re immediately obvious and easily accessible in your app’s UI so that users can get to them quickly.

Lastly, usability is an extensive and well-documented subject, with close ties to interface design, cognitive science, and other disciplines. If you’re looking for a crash-course, start with Donald Norman’s The Design of Everyday Things.

Improve appearance and aesthetics

There’s no substitute for a real user interface designer — ideally one who’s well-versed in mobile and Android, and ideally handy with both interaction and visual design. One popular venue to post openings for designers is jobs.smashingmagazine.com, and leveraging social connections on Twitter and LinkedIn can surface great talent.

If you don’t have the luxury of working with a UI designer, there are some ways in which you can improve your app’s appearance yourself. First, get familiar with Adobe Photoshop, Adobe Fireworks, or some other raster image editing tool. Mastering the art of the pixel in these apps takes time, but honing this skill can help build polish across your interface designs. Also, master the resources framework by studying the framework UI assets and layouts and reading through the new resources documentation. Techniques such as 9-patches and resource directory qualifiers are somewhat unique to Android, and are crucial in building flexible yet aesthetic UIs.

The recently-published Android UI Design Tips slide deck contains a few more best practices for your consideration.

Deliver the right set of features

Having the right set of features in your app is important. It’s often easy to fall into the trap of feature-creep, building as much functionality into your app as possible. Providing instant gratification by immediately showing the most important or relevant information is crucial on mobile devices. Providing too much information can be as frustrating (or even more so) than not providing enough of it.

And again, listen to your users by collecting and responding to feature requests. Be careful, though, to take feature requests with grains of salt. Requests can be very useful in aggregate, to get a sense of what kinds of functionality you should be working on, but not every feature request needs to be implemented.

Integrate with the system and third-party apps

A great way to deliver a delight user experience is to integrate tightly with the operating system. Features like app widgets, live folders, global search integration, and Quick Contacts badges are fairly low-hanging fruit in this regard. For some app categories, basic features like app widgets are par for the course. Not including them is a sure-fire way to tarnish an otherwise positive user experience. Some apps can achieve even tighter OS integration with the new contacts, accounts and sync APIs available in Android 2.0 and later. A few sample apps that show how to use these APIs are SampleSyncAdapter (bundled with the SDK samples) and JumpNote.

Third-party integrations can provide even more user delight and give the user a feeling of device cohesiveness. It’s also a really nice way of adding functionality to your app without writing any extra code (by leveraging other apps’ functionalities). For example, if you’re creating a camera app, you can allow users to edit their photos in Photoshop Express before saving them to their collection, if they have that third-party application installed. More information on this subject is available in the Can I Use this Intent? article.

More resources:

Pay attention to details...

One particular detail I’ll call out is in icon quality and consistency. Make sure your app icons (especially your launcher icon) are crisp and pixel-perfect at all resolutions, and follow the icon guidelines, at least in spirit if not in letter. If you’re having trouble or don’t have the resources to design the icons yourself, consider using the new Android Asset Studio tool (a project I’ve recently open-sourced) to generate a set.

...and more...

Along with this blog, make sure to follow @AndroidDev on Twitter — we’re constantly collecting and sharing tips and tricks on Android application development that you won’t always find anywhere else. And of course, don’t be afraid to ask questions in our support forums on Stack Overflow and Google Groups.

Thanks for reading!