Warning: Table './devblogsdb/cache_page' is marked as crashed and last (automatic?) repair failed query: SELECT data, created, headers, expire, serialized FROM cache_page WHERE cid = 'http://www.softdevblogs.com/?q=aggregator/sources/30' in /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/database.mysql.inc on line 135

Warning: Cannot modify header information - headers already sent by (output started at /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/database.mysql.inc:135) in /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/bootstrap.inc on line 729

Warning: Cannot modify header information - headers already sent by (output started at /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/database.mysql.inc:135) in /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/bootstrap.inc on line 730

Warning: Cannot modify header information - headers already sent by (output started at /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/database.mysql.inc:135) in /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/bootstrap.inc on line 731

Warning: Cannot modify header information - headers already sent by (output started at /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/database.mysql.inc:135) in /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/bootstrap.inc on line 732
Software Development Blogs: Programming, Software Testing, Agile, Project Management
Skip to content

Software Development Blogs: Programming, Software Testing, Agile Project Management

Methods & Tools

Subscribe to Methods & Tools
if you are not afraid to read more than one page to be a smarter software developer, software tester or project manager!

Android Developers Blog
warning: Cannot modify header information - headers already sent by (output started at /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/database.mysql.inc:135) in /home/content/O/c/n/Ocnarfparking9/html/softdevblogs/includes/common.inc on line 153.
Syndicate content
An Open Handset Alliance Project.
Updated: 1 hour 8 min ago

Announcing the People API

Wed, 02/10/2016 - 22:12
Posted by Laurence Moroney, Developer Advocate

We’re delighted to announce the availability of the People API. With it, you can retrieve data about an authenticated user’s connections from their Contacts. Previously, developers had to make multiple calls to the Google+ API for user profiles and the Contacts API for contacts. The new People API uses the newest protocols and technologies and will eventually replace the Contacts API which uses the GData protocol.

For example, if your user has contacts in her private contact list, a call to the API (if she provides consent to do so) will retrieve a list containing the contacts merged with any linked profiles. If the user grants the relevant scopes, the results are returned as a people.connections.list object. Each person object in this list will have a resourceName property, which can be used to get additional data about that person with a call to people.get.

The API is built on HTTP and JSON, so any standard HTTP client can send requests to it and parse the response. However, applications need to be authorized to access the APIs so you will need to create a project on the Google Developers Console in order to get the credentials you need to access the service. All the steps to do so are here. If you’re new to the Google APIs and/or the Developers Console, check out this first in a series of videos to help you get up-to-speed.

Once you’re connected and authorized, you can then get the user’s connections like this (using the Google APIs Client Library for Java):


 ListConnectionsResponse response =   
     peopleService.people().connections().list("people/me").execute();  
 List<Person> connections = response.getConnections();  

Full documentation on the people.connections.list method is available here.

The list of connections will have details on all the user’s social connections if the required scopes have been granted. Contacts will only be returned if the user granted a contacts scope.

Each Person item will have a resource_name associated with it, so additional data for that person will be accessible via a simple call:

Person person = peopleService.people().get("resourceName").execute();

Details on this API call can be found here.

In addition to merging data from multiple sources and APIs into a single cohesive data source, the new People API also exposes additional data that was not possible to get before, such as private addresses, phone numbers, e-mails, and birthdays for a user who has given permission.

We hope that these new features and data along with simplified access to existing data inspires you to create the next generation of cool web and mobile apps that delight your users and those in their circles of influence. To learn more about the People API, check out the official documentation here.

Categories: Programming

Announcing the People API

Wed, 02/10/2016 - 22:12
Posted by Laurence Moroney, Developer Advocate

We’re delighted to announce the availability of the People API. With it, you can retrieve data about an authenticated user’s connections from their Contacts. Previously, developers had to make multiple calls to the Google+ API for user profiles and the Contacts API for contacts. The new People API uses the newest protocols and technologies and will eventually replace the Contacts API which uses the GData protocol.

For example, if your user has contacts in her private contact list, a call to the API (if she provides consent to do so) will retrieve a list containing the contacts merged with any linked profiles. If the user grants the relevant scopes, the results are returned as a people.connections.list object. Each person object in this list will have a resourceName property, which can be used to get additional data about that person with a call to people.get.

The API is built on HTTP and JSON, so any standard HTTP client can send requests to it and parse the response. However, applications need to be authorized to access the APIs so you will need to create a project on the Google Developers Console in order to get the credentials you need to access the service. All the steps to do so are here. If you’re new to the Google APIs and/or the Developers Console, check out this first in a series of videos to help you get up-to-speed.

Once you’re connected and authorized, you can then get the user’s connections like this (using the Google APIs Client Library for Java):


 ListConnectionsResponse response =   
     peopleService.people().connections().list("people/me").execute();  
 List<Person> connections = response.getConnections();  

Full documentation on the people.connections.list method is available here.

The list of connections will have details on all the user’s social connections if the required scopes have been granted. Contacts will only be returned if the user granted a contacts scope.

Each Person item will have a resource_name associated with it, so additional data for that person will be accessible via a simple call:

Person person = peopleService.people().get("resourceName").execute();

Details on this API call can be found here.

In addition to merging data from multiple sources and APIs into a single cohesive data source, the new People API also exposes additional data that was not possible to get before, such as private addresses, phone numbers, e-mails, and birthdays for a user who has given permission.

We hope that these new features and data along with simplified access to existing data inspires you to create the next generation of cool web and mobile apps that delight your users and those in their circles of influence. To learn more about the People API, check out the official documentation here.

Categories: Programming

Android Developer Story: Music app developer DJIT builds higher quality experiences and successful businesses on Android

Wed, 02/10/2016 - 22:09

Posted by Lily Sheringham, Google Play team

Paris-based DJiT is the creator of edjing, one of the most downloaded DJ apps in the world, it now has more than 60 million downloads and a presence in 182 countries. Following their launch on Android, the platform became the largest contributor of business growth, with 50 percent of total revenue and more than 70 percent of new downloads coming from their Android users.

Hear from Jean-Baptiste Hironde, CEO & Co-founder, Séverine Payet, Marketing Manager, and Damien Delépine, Android Software Engineer, to learn how DJit improved latency on new Android Marshmallow, as well as leveraged other Android and Google Play features to create higher quality apps.



Find out more about building great audio apps and how to find success on Google Play.

Categories: Programming

Android Developer Story: Travel app Wego, increases monthly user retention by 300% with material design

Wed, 02/10/2016 - 22:06

Posted by Lily Sheringham, Google Play team

Headquartered in Singapore, Wego is a popular online travel marketplace for flights and hotels for users in South East Asia and the Middle East. They launched their Android app in early 2014, and today, more than 62 percent of Wego app users are on Android. Wego recently redesigned their app using material design principles to provide their users a more native Android experience for consistency and easier navigation.

Watch Ross Veitch, co-founder and CEO, and the Wego team talk about how they increased monthly user retention by 300 percent and reduced uninstall rates by up to 25 percent with material design.


Learn more about material design, how to use Android Studio, and how to find success on Google Play with the new guide ‘Secrets to App Success on Google Play.’

Categories: Programming

Android Studio 2.0 - Beta

Fri, 02/05/2016 - 23:40

Posted by Jamal Eason, Product Manager, Android

Android Studio 2.0 is latest release of the official Android IDE focused on build performance and emulator speed to improve the app development experience. With brand new features like Instant Run which enables you to quickly edit and view code changes, or the new & faster Android emulator, Android Studio 2.0 is the upgrade you do not want to miss. In preparation for the final release, you can download Android Studio 2.0 Beta in the Beta release channel. Overall, the Android Studio 2.0 release has a host of new features which include:

  • *Updated for Beta* Instant Run - Enables a faster code edit & app deployment cycle.
  • *Updated for Beta* Android Emulator - Brand new emulator that is faster than most real devices, and includes a brand new user interface.
  • *Updated for Beta* Google App Indexing Integration & Testing - Adding App Indexing into your app helps you re-engage your users. In the first preview of Android Studio 2.0 you could add indexing code stubs into your code. With the beta release you can now test and validate your URL links in your app all within the IDE.
  • Fast ADB - Installing and pushing files is now up to 5x faster using Android Studio 2.0 with an updated Android Debug Bridge (ADB) offered in platform-tools 23.1.0.
  • GPU Profiler Preview - For graphics intensive applications, you can now visually step through your OpenGL ES code to optimize your app or game
  • Integration of IntelliJ 15 - Android Studio is based on the efficient coding platform of Intellij. Check out the new features from IntelliJ here.

Check out the latest installment of Android Studio Tool Time video below to watch the highlights of the features.



New Features in Android Studio 2.0 Beta
Instant Run

We first previewed Instant Run in November; this latest beta release introduces a new capability called Cold Swap

Instant Run in Android Studio 2.0 allows you to quickly make changes to your app code while your app is running on an Android device or Android Emulator. Instead of waiting for your entire app to rebuild and redeploy after each code change, Android Studio 2.0 will try to incrementally build and push only the incremental code or resource change. Depending on the code changes you make, you can see the results of your change in under a second. By simply updating your app to use the latest Gradle plugin ( 'com.android.tools.build:gradle:2.0.0-beta2’ ), you can take advantage of this time saving features with no other modifications to your code. If your project is setup correctly with Instant Run, you will see a lightning bolt next to your Run button on the toolbar:


Instant Run Button

Behind the scenes, Android Studio 2.0 instruments your code during the first compilation and deployment of your app to your device in order to determine where to swap out code and resources. The Instant Run features updates your app on a best-effort basis and automatically uses one of the following swap methods to update your app:

  • Hot Swap - When only method implementations (including constructors) are changed, the changes are hot swapped. Your application keeps running and the new implementation is used the next time the method is called.
  • Warm Swap - When app resources are changed, the changes are warm swapped. This is similar to a hot swap, except that the current Activity is restarted. You will notice a slight flicker on the screen as the Activity restarts.
  • *New for Beta* Cold Swap - This will quickly restart the whole application. Typically for structural code change, including changes to the class hierarchy, method signatures, static initializers, or fields. Cold Swap is available when you deploy to targets with API level 21 or above.

We made major changes to Instant Run since the first preview of Android Studio 2.0, and now the feature works with more code and resources cases. We will continue to add more code change cases to Instant Run in future releases of Android Studio. If you have any suggestions, please feel free to send us a feature request and learn more about Instant Run here.

App Indexing

Supporting app indexing is now even easier with Android Studio 2.0. App Indexing puts your app in front of users who use Google Search. It works by indexing the URL patterns you provide in your app manifest and using API calls from your app to make content within your app available to both existing and new users. Specifically, when you support URLs for your app content, your users can go directly to those links from Google Search results on their device.

  • Code Generation Introduced in Android Studio 2.0 Preview, you can right click on AndroidManifest.xml or Activity method (or go to Code → Generate…→ App Indexing API Code) to insert HTTP URL stub codes into your manifest and app code.

  • *New for Beta* URL Testing & Validation What is new in Android Studio 2.0 Beta is that you can now validate and check the results of your URLs with the built-in validation tool (Tools → Android → Google App Indexing Test). To learn more about app indexing, click here.

Insert App Indexing API Code into your app

App Indexing Testing


App Indexing Test Results

Android Emulator

*Updated for Beta* The new and faster Android emulator also includes fixes and small enhancements for this beta release. Notably, we updated the rotation controls on the emulator toolbar and added multi-touch support to help test apps that use pinch & zoom gestures. To use the multi-touch feature, hold down the Alt key on your keyboard and right-click your mouse to center the point of reference or click & drag the left mouse button to zoom.


Pinch & Zoom Gesture with Multi-Touch

What's Next

Android Studio 2.0 is a big release, and now is good time to check out the beta release to incorporate the new features into your workflow. The beta release is near stable release quality, and should be relatively bug free. But as with any beta release, bugs may still exist, so, if you do find an issue, let us know so we can work to fix it. If you’re already using Android Studio, you can check for updates on the Beta channel from the navigation menu (Help → Check for Update [Windows/Linux] , Android Studio → Check for Updates [OS X]). When you update to beta, you will get access to the new version of Android Studio and Android Emulator.

Connect with us, the Android Studio development team, on Google+.

Categories: Programming

Project Tango workshops help bring indoor location apps to life

Thu, 02/04/2016 - 18:21

Posted by Eitan Marder-Eppstein, Developer Engineering Lead, Project Tango

GPS helps us find our way outside whether it is turn by turn navigation to the nearest grocery or just getting us oriented in a new city. But once we get indoors, it is not quite as easy - GPS doesn't work, with accuracy dropping and navigation becoming all but impossible. This is one of the reasons why we started Project Tango, which has centimeter-scale accuracy of a device’s location, allowing better navigation and experiences in indoor spaces.

Over the past few weeks, we’ve been collecting amazing ideas from around the world for great apps for Lenovo’s Project Tango-powered phone. (Have an idea? If you can dream it, you can submit it!) As part of this program we're hosting workshops, focused on specific Tango features. And we just wrapped up a session that we hosted with Westfield Labs devoted to indoor location. Here are some of the highlights:



As you can see, everyone from retail brands to robot startups joined in on the fun—using Project Tango's motion tracking, depth perception, and area learning capabilities to build some amazing location-based apps. Some of our favorites included:

  • Wayfair made it possible to look through your phone and visualize how a piece of furniture would look in your home.
  • Lowe’s Innovation Labs improved in-store navigation by overlaying directions to individual items
  • And Aisle411 created a shop-along experience with some of your favorite celebrities

The next stop in our series is a utilities workshop, where we'll be going deep on getting things done with Project Tango—like taking 3D measurements, or mapping your home or building. In the meantime, keep submitting your ideas to the App Incubator (the deadline is February 15!), and we'll see you soon!

Categories: Programming

Marshmallow and User Data

Wed, 02/03/2016 - 08:24

Posted by Joanna Smith, Developer Advocate and Giles Hogben, Google Privacy Team

Marshmallow introduced several changes that were designed to help your app look after user data. The goal was to make it easier for developers to do the right thing. So as Android 6.0, Marshmallow, gains traction, we challenge you to do just that.

This post highlights the key considerations for user trust when it comes to runtime permissions and hardware identifiers, and points you to new best practices documentation to clarify what to aim for in your own app.

Permission Changes

With Marshmallow, permissions have moved from install-time to runtime. This is a mandatory change for SDK 23+, meaning it will affect all developers and all applications targeting Android 6.0. Your app will need to be updated anyway, so your challenge is to do so thoughtfully.

Runtime permissions mean that your app can now request access to sensitive information in the context that it will be used. This gives you a chance to explain the need for the permission, without scaring users with a long list of requests.

Permissions are also now organized into groups, so that users can make an informed decision without needing to understand technical jargon. By allowing your users to make a decision, they may decide not to grant a permission or to revoke a previously-granted permission. So, your app needs to be thoughtful when handling API calls requiring permissions that may have been denied, and about building in graceful failure-handling so that your users can still interact with the rest of your app.

Identifier Changes

The other aspect of user trust is doing the right thing with user data. With Marshmallow, we are turning off access to some kinds of data in order to direct developers down this path.

Most notably, Local WiFi and Bluetooth MAC addresses are no longer available. The getMacAddress() method of a WifiInfo object and the BluetoothAdapter.getDefaultAdapter().getAddress() method will both return 02:00:00:00:00:00 from now on.

However, Google Play Services now provides Instance IDs, which identify an application instance running on a device. Instance IDs provide a reliable alternative to non-resettable, device-scoped hardware IDs, as they will not persist across a factory reset and are scoped to an app instance. See the Google Developer's What is Instance ID? help article for more information.

What’s Next

User trust depends largely on what users see and how they feel. Mishandling permissions and identifiers increases the risk of unwanted/unintended tracking, and can result in users feeling that your app doesn’t actually care about the user. So to help you get it right, we’ve created new documentation that should enable developers to be certain that their app is doing the right thing for their users.

So happy developing! May your apps make users happy, and may your reviews reflect that. :)

Categories: Programming

Create promo codes for your apps and in-app products in the Google Play Developer Console

Mon, 02/01/2016 - 22:40

Posted by Yoshi Tamura, Product Manager, Google Play

Over the past six months, a number of new tools in the Google Play Developer Console have been added to help you grow your app or game business on Google Play. Our improved beta testing features help you gather more feedback and fix issues. Store Listing Experiments let you run A/B tests on your app’s Play Store listing. Universal App Campaigns and the User Acquisition performance report help you grow your audience and better understand your marketing.

Starting today, you can now generate and distribute promo codes to current and new users on Google Play to drive engagement. Under the Promotions tab in the Developer Console, you can set up promo codes for your apps, games, and in-app products to distribute in your own marketing campaigns (up to 500 codes per app, per quarter). Consider using promo codes to reward loyal users and attract new customers.

How to use promo codes
  1. Choose your app in the Developer Console.
  2. Under the Promotions tab choose Add new promotion.
  3. Review and accept the additional terms of service if you haven’t run a promotion before.
  4. Choose from the options available, then generate and download your promo codes.
  5. Distribute your promo codes via your marketing channels such as social networks, in email, on the web, to your app’s beta testers, or in your app or game itself.
  6. Users can redeem your promo codes in a number of ways, including:
  1. From Google Play, using the Redeem menu option.
  2. From your app. They’ll be directed to the Play checkout flow before being redirected back to your app.
  3. By following a link that embeds the promo code (see tips below).

For more details about running a promotion for your app or game, read this article on the Google Play Developer Help Center.

Tips for making the most of promo codes

Some things to keep in mind when running a successful promotion:

  • There’s a limit of 500 promo codes per app every quarter.
  • You can embed your code in a URL so that users don’t have to enter it themselves (for example, if you’re sending your codes in an email). You can use the URL: https://play.google.com/store?code={CODE} (where {CODE} is a generated promo code).
  • To use promo codes for in-app products, you should implement In-app Promotions in your app. Note that promo codes can’t be used for subscriptions.
  • Review and adhere to the Promotional Code Terms Of Service.

We hope you find interesting ways to use promo codes to find new users and engage existing fans. To learn more about the many tools and best practices you can use to grow your business on Google Play, download our new developer playbook, “The Secrets to App Success on Google Play”.

Categories: Programming

Play Games Permissions are changing in 2016

Mon, 02/01/2016 - 22:37

Posted by Wolff Dobson, Developer Advocate

We’re taking steps to reduce sign-in friction and unnecessary permission requests for players by moving the Games APIs to a new model. The new interaction is:

  • Players are prompted to sign-in once per account, rather than once per game
  • Players no longer need their account upgraded to Google+ to use Play Games services
  • Once players have signed-in for the first time, they will no longer need to sign in to any future games; they will be automatically signed in
  • Note: Players can turn off auto-sign-in through the Play Games App’s settings
Advantages:
  • Once a user signs in for first time, new games will generally be able to sign in without any user interaction
  • There is no consent screen required for signing in on any particular game. Sign-in will be automatic to each new game.

In order to respect user’s privacy and avoid revealing their real name, we also have to change the way player IDs work.

  • For existing players: Games will continue to get their Google+ ID (also called “player ID” in previous documentation) when they sign in.
  • For new players: Games will get a new player ID which is not the same as the previous IDs we’ve used.
Potential issues

Most games should see no interruption or change in service. There are a handful of cases, however, where some change is required.

Below are some issues, along with potential solutions.

These are:

  1. Asking for the Google+ scope unnecessarily
    • Issue: Your users will get unnecessary, potentially disturbing pop-up consent windows
    • Solution: Don’t request any additional scopes unless you absolutely need them
  2. Using the Play Games player ID for other Google APIs that are not games
    • Issue: You will not get valid data back from these other endpoints.
    • Solution: Don’t use player ID for other Google APIs.
  3. Using mobile/client access tokens on the server
    • Issue: Your access token may not contain the information you’re looking for
      • ...and this is not recommended in the first place.
    • Solution: Use the new GetServerAuthCode API instead.

Let’s cover each of these issues in detail.

Issue: Asking for unnecessary scopes

Early versions of our samples and documentation created a GoogleApiClient as follows:

 // Don’t do it this way!  
 GoogleApiClient gac = new GoogleApiClient.Builder(this, this, this)  
           .addApi(Games.API)  
           .addScope(Plus.SCOPE_PLUS_LOGIN) // The bad part  
           .build();  
 // Don’t do it this way!  

In this case, the developer is specifically requesting the plus.login scope. If you ask for plus.login, your users will get a consent dialog.

Solution: Ask only for the scopes you need

Remove any unneeded scopes from your GoogleApiClient construction along with any APIs you no longer use.

 // This way you won’t get a consent screen  
 GoogleApiClient gac = new GoogleApiClient.Builder(this, this, this)  
           .addApi(Games.API)  
           .build();  
 // This way you won’t get a consent screen  
For Google+ users

If your app uses specific Google+ features, such as requiring access to the player’s real-world Google+ social graph, be aware that new users will still be required to have a G+ profile to use your game. (Existing users who have already signed in won’t be asked to re-consent).

To require Google+ accounts to use your game, change your Games.API declaration to the following:

 .addApi(Games.API, new GamesOptions.Builder()  
                       .setRequireGooglePlus(true).build())  

This will ensure that your game continues to ask for the necessary permissions/scopes to continue using the player’s real-world social graph and real name profile.

Issue: Using the Player ID as another ID

If you call the Games.getCurrentPlayerId() API, the value returned here is the identifier that Games uses for this player.

Traditionally, this value could be passed into other APIs such as Plus.PeopleApi.load. In the new model, this is no longer the case. Player IDs are ONLY valid for use with Games APIs.

Solution - Don’t mix IDs

The Games APIs (those accessed from com.google.android.gms.games) all use the Player ID, and as long as you use only those, they are guaranteed to work with the new IDs.

Issue: Using mobile/client access tokens on the server

A common pattern we’ve seen is:

  • Use GoogleAuthUtil to obtain an access token
  • Send this token to a server
  • On the server, call Google to verify the authenticity. This is most commonly done by calling https://www.googleapis.com/oauth2/v1/tokeninfo and looking at the response

This is not recommended in the first place, and is even more not-recommended after the shift in scopes.

Reasons not to do this:

  • It requires your app to know the current account the user is using, which requires holding the GET_ACCOUNTS permission. On Android M, this will result in the user being asked to share their contacts with your app at runtime, which can be intimidating.
  • The tokeninfo endpoint isn’t really designed for this use case - it’s primarily designed as a debugging tool, not as a production API. This means that you may be rate limited in the future if you call this API.
  • The user_id returned by token info may no longer be present with the new model. And even if it is present, the value won’t be the same as the new player ID. (See problem 2 above)
  • The token could expire at any time (access token expiration times are not a guarantee).
  • Using client tokens on the server require extra validation checks to make sure the token is not granted to a different application.
Solution: Use the new GetServerAuthCode flow

Fortunately, the solution is known, and is basically the same as our server-side auth recommendations for web.

  1. Upgrade to the latest version of Google Play Services SDK - at least 8.4.87.

  2. Create a server client ID if you don’t already have one

    1. Go to the Google Developer Console, and select your project

    2. From the left nav, select API Manager, then select Credentials

    3. Select “New Credentials” and choose “OAuth Client ID”

    4. Select “Web Application” and name it something useful for your application

    5. The client id for this web application is now your server client id.

  3. In your game, connect your GoogleApiClient as normal.

  4. Once connected, call the following API:

    1. Games.getGamesServerAuthCode(googleApiClient, “your_server_client_id”)

    2. If you were using GoogleAuthUtil before, you were probably calling this on a background thread - in which case the code looks like this:


 // Good way  
 {  
      GetServerAuthCodeResult result =   
           Games.getGamesServerAuthCode(gac, clientId).await();  
      if (result.isSuccess()) {  
           String authCode = result.getCode();  
            // Send code to server.  
   }  
 }  
 // Good way  


  1. Send the auth code to your server, exactly the same as before.

  2. On your server, make an RPC to https://www.googleapis.com/oauth2/v4/token to exchange the auth code for an access token, probably using a Google Apis Client Library.

    1. You’ll have to provide the server client ID, server client secret (listed in the Developer Console when you created the server client ID), and the auth code.

    2. See more details here: https://developers.google.com/identity/protocols/OAuth2WebServer?utm_campaign=play games_discussion_permissions_012316&utm_source=anddev&utm_medium=blog#handlingresponse

    3. No, really:  You should use a Google Apis Client Library to make this process easier.

  3. Once you have the access token, you can now call www.googleapis.com/games/v1/applications/<app_id>/verify/ using that access token.

    1. Pass the auth token in a header as follows:

      1. “Authorization: OAuth <access_token>”

    2. The response value will contain the player ID for the user. This is the correct player ID to use for this user.

    3. This access token can be used to make additional server-to-server calls as needed.

Note: This API will only return a 200 if the access token was actually issued to your web app.

In summary

Let’s be very clear: If you do nothing, unless you are depending explicitly on Google+ features, you will see no change in functionality, and a smoother sign-in experience.

If you are:

  • Requesting Google+ scopes without using them, it’s a good idea to stop using them from here out.
  • Sending client access tokens to your server, we strongly suggest you use getGamesServerAuthCode() instead.

Thanks, and keep making awesome games!

Categories: Programming

New features to better understand player behavior with Player Analytics

Mon, 02/01/2016 - 22:35

Posted by Lily Sheringham, Developer Marketing at Google Play

Google Play games services includes Player Analytics, a free reporting tool available in the Google Play Developer Console, to help you understand how players are progressing, spending, and churning. Now, you can see what Player Analytics looks like with an exemplary implementation of Play games services: try out the new sample game in the Google Play Developer Console, which we produced with help from Auxbrain, developer of Zombie Highway 2. The sample game uses randomized and anonymized data from a real game and will also let you try the new features we’re announcing today. Note: You need a Google Play Developer account in order to access the sample game.

Use predictive analytics to engage players before they might churn

To help you better understand your players’ behavior, we’ve extended the Player Stats API in Player Analytics with predictive functionality. The churn prediction method will return data on the probability that the player will churn, i.e., stop playing the game, so you can create content in response to this to entice them to stay in your game. Additionally, the spend prediction method will return the probability that the player will spend, and you could, for example, provide discounted in-app purchases or show ads based on these insights.

Create charts in the new funnels report to quickly visualize sequences of events

The funnels report enables you to create a funnel chart from any sequence events, such as achievements, spend, and custom events. For example, you could log custom events for each step in a tutorial flow (e.g., tutorial step 1, step 2, step 3), and then use the funnel report to visualize the exit points in your tutorial.


Measure and compare the effect of changes and cumulative values by new users with cohort’s report

The cohorts report allows you to take any event such as sessions, cumulative spend, and custom events, and compare the cumulative event values by new user cohorts - providing valuable insight into the impact of your decisions on your gaming model. For example, you can view users that started the day before you made a change and the day after. This allows you to measure and compare the effect of changes made, so if you doubled the price of all your items in your in-game store, you can see if the cumulative sessions started after the change was lower or higher than the users that started before the change.


Updated C++, iOS SDKs and Unity plug-in to support Player Stats API

We have updated the C++ and iOS SDKs, and the Unity plug-in, all of which now support the Player Stats API, which includes the basic player stats as well as spend and churn predictions. Be sure to check out the sample game and learn more about Play Games Services. You can also get top tips from game developer Auxbrain to help you find success with Google Play game services.

Categories: Programming

How Fabulous and Yummly grew with App Invites

Mon, 02/01/2016 - 22:34

Posted by Laurence Moroney, Developer Advocate

Introduced in May 2015, App Invites is an out-of-the-box solution for conducting app referrals and encouraging sharing. So far, we’ve seen very positive results on how the feature improves app discovery. While 52 percent of users discover apps by word of mouth, we have seen 92 percent of users trust recommendations from family and friends with App Invites. In this post, we’ll share some success stories from companies that have already used App Invites to grow their user base.

Fabulous is a research-based app incubated in Duke University's Center for Advanced Hindsight. The app helps users to embark on a journey to resetting poor habits, replacing them with healthy rituals, with the ultimate goal of improving health and well-being.

Users started taking advantage of App Invites within the app to share their experience with their friends and family. App Invites installs now account for 60 percent of all Fabulous installs via referrals. Sharing clicks also increased by 10 percent once App Invites were used. Fabulous also noticed increased user retention, with 2x the Life Time Value of the app for users that came in to it via App Invites. Fabulous simplified their user experience, combining SMS and email into a single interface, allowing users to focus on sharing.

Additionally, users that were acquired via App Invites versus other channels were found to be twice as likely to stay with the app.

CTO of Fabulous, Amine Laddhari, commented, “It took me only a few hours to implement App Invites versus several days of work when we built our own solution. It was straightforward!”

You can view the full case study from Fabulous here.

Yummly, a food discovery platform that views cooking a meal as a personalized, shareable experience wanted to expand its user base and generate awareness on the Android platform. It added App Invites so that users could recommend the app to their family and friends, giving functionality to share specific recipes, dinner ideas or shipping lists.

With App invites, they found that installation rates were about 60 percent higher compared to other sharing channels. Additionally, Yummly was able to take advantage of the seamless integration of Google Analytics. It’s the only share channel that has this integration, allowing data such as the number of invites sent, accepted and resulting installs to be accurately tracked.

Melissa Guyre, Product Manager at Yummly, commented, “The App Invites Integration process was seamless. A bonus feature is the excellent tracking tie-in with Google Analytics.”

You can view the full case study from Yummly here.

App Invites is available for Android or iOS, and you can learn how you can build it into your own apps at g.co/appinvites.

Categories: Programming

Google Play Services 8.4 SDK is available

Sat, 01/30/2016 - 08:04

Posted by Laurence Moroney, Developer Advocate

We’re delighted to announce the availability of Google Play services 8.4. There’s a lot of new information to share with you about what’s available to you in this release.



Custom Email App Invites

App Invites is a technology that enables your users to share apps with people they know. In Google Play services 8.4 we’ve updated this to make it easier for them to share via email. Before this you could create a custom email that contained user defined text and an image, but now we’re allowing you to add content from the app directly into the message. It allows you to fully define the email body using HTML, and set the email subject line. So, for example, if you have a favorite cooking app that you want to share with your friends, your invite to use the app can include a favorite recipe from the app. They get the immediate benefit of being able to access the desired content, giving them a more informed choice about whether or not they decide to install the app to get richer and more content. Check out the App Invites sample on GitHub here.

Predicting User spend and churn in games

The Play Games Analytics developer experience is designed to enable game developers to better understand, manage, and optimize game experiences throughout the player lifecycle. With this in mind, we’ve extended the Player Stats API to help you better understand your players behavior, and based on this, entice them to stay in your game.

The churn prediction method will return data on the probability that the player will churn, i.e., stop playing the game. You can create content in response to this to entice them to stay in your game.

Additionally, the spend prediction method will return the probability that the player will spend something in the game. It’s up to you how to handle this data, but -- for example -- if there’s a low probability that the player will spend something, you could provide discounted in-app purchases or show ads.

Fused Location Provider Updates

The Fused Location Provider (FLP) in Google Play services provides location to your apps using a number of sensors, including GPS, WiFi and Cell Towers.

When desiring to save battery power, and using coarse updates, the FLP doesn’t use Global Positioning Services (GPS), and instead uses WiFi and Cell tower signals. In Google Play services 8.4, we have greatly improved how the FLP detects location from cell towers. Prior to this, we would get the location information relative to only the primary cell tower. Now, the FLP takes the primary tower and other towers nearby to provide a more accurate location. We’ve also improved location detection from WiFi access points, particularly in areas where GPS is not available -- such as indoors.

Maps API Improvements

Have you ever wished you could easily handle a tap on a suburb without having to add another layer on the map to intercept the taps? We’ve added an onClickListener for polygons, so you can easily add transparent polygons and intercept the taps directly. We’ve also added on click listeners to polylines and ground overlays.

Here’s how you can use a listener to detect a click on a polygon:

 map.setOnPolygonClickListener(new GoogleMap.OnPolygonClickListener() {  
       @Override  
       public void onPolygonClick(Polygon polygon) {  
        ...  
       }  
     });  

Info windows now also offer an OnInfoWindowCloseListener and an OnInfoWindowLongClickListener. The on close listener is particularly useful if you wish to zoom back out on the map after the user has looked at the detail associated with a particular marker.

 mMap.setOnInfoWindowCloseListener(new GoogleMap.OnInfoWindowCloseListener() {...});  
 mMap.setOnInfoWindowLongClickListener(new GoogleMap.OnInfoWindowLongClickListener() {...});  

For more details, and an example that uses these, see the ApiDemos sample on GitHub and check out the historical changes to this sample, so you can see how the new APIs work. Also see the Release Notes.

Support for Aztec bar codes

In Google Play services 7.8, we launched Vision APIs that supported face and barcode detection. One bar code format we didn’t support was Aztec bar codes, so with Google Play services 8.4 we’ve now added support for these.

Applications using BarcodeDetector in its default configuration (no barcode format restrictions) will automatically start decoding AZTEC codes.

Background Beacon Scanning

With Google Play services 8.4, the Nearby Messages API now supports background scanning for Eddystone, the open beacon format from Google. With this update, your app can be woken up when a BLE beacon is sighted. Back in July, Google Play Services 7.8 introduced the Nearby Messages API with a simple publish-subscribe interface. In the case of beacons, developers publish content by adding attachments to beacon records using Proximity Beacon API. These attachments are served back to your app when Nearby sights a beacon of interest.

New methods that we’ve added include a subscribe method for background beacon subscriptions where BLE scans are triggered at screen-on events; an associated unsubscribe event; and the ability to handle intents that you get when the Nearby API calls back during a background subscription.

Fitness Platform HistoryApi Improvements

We now support consistent step counts across the Google Fit app, other fitness apps and Android Wear watch faces with the HistoryApi.readDailyTotal() method. Please see the following documentation for more detail: https://developers.google.com/fit/android/history#read_daily_total_data?utm_campaign=play services_series_launch_121815&utm_source=anddev&utm_medium=blog

We also have a new HistoryApi.updateData() method. This method allows you to update data in one API call without having to delete and insert with two calls.

Place Picker Autocomplete Widget

Today we are announcing the mobile autocomplete widget, the latest addition to our existing set of programmatic autocomplete features on Android and iOS, as well as the addition of Autocomplete to our place picker widget. Autocomplete functionality assists users by automatically completing the name and address of a place as they type. Widgets make it even easier for developers to add autocomplete functionality to their application with just a small amount of code. Learn more about this at this blog post.

Categories: Programming

Using Google Sign-In with your server

Thu, 01/14/2016 - 19:47

Posted by Laurence Moroney, Developer Advocate

This is the third part in a blog series on using Google Sign-In on Android, and how you can take advantage of world-class security in your Android apps. In part 1, we spoke about the user experience improvements that are available to you. In part 2, we then took a deeper dive into the client-side changes to the Google Sign-In APIs that make coding a lot simpler.

In this post, we will demonstrate how you can use Google Sign-In with your backend. By doing so, users signing in on their device can be securely authenticated to access their data on your backend servers.

Using Credentials on your server

First, let’s take a look at what happens if a user signs in on your app, but they also need to authenticate for access to your back-end server. Consider this scenario: You’ve built an app that delivers food to users at their location. They sign into your app, and your app gets their identity. You store their address and order preferences in a database on your server.

Unless your server endpoints are protected with some authentication mechanism, attackers could read and write to your user database by simply guessing the email addresses of your users.


Figure 1. A third party could spoof your server with a fake email

This isn’t just a bad user experience, it’s a risk that customer data can be stolen and misused. You can prevent this by getting a token from Google when the user signs in to the app, and then passing this token to your server. Your server would then validate that this token really was issued by Google, to the desired user, and intended for your app (based on your audience setting, see below). At this point your server can know that it really is your user making the call, and not a nefarious attacker. It can then respond with the required details.


Figure 2. Third Party Fake Tokens will be rejected

Let’s take a look at the steps for doing this:

Step 1: Your Android app gets an ID token (*) after signing in with Google. There’s a great sample that demonstrates this here. To do this, the requestIdToken method is called when creating the GoogleSignInOptions object.


 GoogleSignInOptions gso = new GoogleSignInOptions.Builder(GoogleSignInOptions.DEFAULT_SIGN_IN)  
         .requestIdToken(getString(R.string.server_client_id))  
         .requestEmail()  
         .build();  

This requires you to get a client ID for your server. Details on how to obtain this are available here (see Step 4).

Once your Android app has the token, it can POST it over HTTPS to your server, which will then try to validate it.

(*) An ID token is JSON Web Token, as defined by RFC7519. These are an open, industry standard method for representing claims securely between two parties.

Step 2: Your Server receives the token from your Android client. It should then validate the token with methods that are provided in the Google API Client libraries, in particular, verifying that it was issued by Google and that the intended audience is your server.

Your server can use the GoogleIdTokenVerifier class to verify the token and then extract the required identity data. The ‘sub’ field (available from the getSubject() method) provides a stable string identifier that should be used to identify your users even if their email address changes, and key them in your database. Other ID token fields are available, including the name, email address and photo URL. Here’s an example of a servlet that was tested on Google App Engine that can verify tokens using a provided library. These libraries allow you to verify the token locally without a network call.


 GoogleIdTokenVerifier verifier = new GoogleIdTokenVerifier.Builder(transport, jsonFactory)  
      // Here is where the audience is set -- checking that it really is your server  
      // based on your Server’s Client ID  
      .setAudience(Arrays.asList(ENTER_YOUR_SERVER_CLIENT_ID_HERE))  
      // Here is where we verify that Google issued the token  
      .setIssuer("https://accounts.google.com").build();  
 GoogleIdToken idToken = verifier.verify(idTokenString);  
 if (idToken != null) {  
      Payload payload = idToken.getPayload();  
      String userId = payload.getSubject();   
      // You can also access the following properties of the payload in order  
      // for other attributes of the user. Note that these fields are only  
      // available if the user has granted the 'profile' and 'email' OAuth  
      // scopes when requested. Even when requested, some fields may be null.  
      // String email = payload.getEmail();  
      // boolean emailVerified = Boolean.valueOf(payload.getEmailVerified());  
      // String name = (String) payload.get("name");  
      // String pictureUrl = (String) payload.get("picture");  
      // String locale = (String) payload.get("locale");  
      // String familyName = (String) payload.get("family_name");  
      // String givenName = (String) payload.get("given_name");  

Note that if you have an existing app using GoogleAuthUtil to get a token to pass to your backend, you should switch to the latest ID token validation libraries and mechanisms described above. We’ll describe recommendations for server-side best practices in a future post.

This post demonstrates how to use authentication technologies to ensure your user is who they claim they are. In the next post, we’ll cover using the Google Sign-In API for authorization, so that users can, for example, access Google services such as Google Drive from within your app and backend service.

You can learn more about authentication technologies from Google at the Google Identity Platform developers site.

Categories: Programming

Spatial audio comes to the Cardboard SDK

Wed, 01/13/2016 - 18:23

Originally posted on Google Developers Blog

Posted by Nathan Martz, Product Manager, Google Cardboard

Human beings experience sound in all directions—like when a fire truck zooms by, or when an airplane is overhead. Starting today, the Cardboard SDKs for Unity and Android support spatial audio, so you can create equally immersive audio experiences in your virtual reality (VR) apps. All your users need is their smartphone, a regular pair of headphones, and a Google Cardboard viewer.

Sound the way you hear it

Many apps create simple versions of spatial audio—by playing sounds from the left and right in separate speakers. But with today’s SDK updates, your app can produce sound the same way humans actually hear it. For example:

  • The SDK combines the physiology of a listener’s head with the positions of virtual sound sources to determine what users hear. For example: sounds that come from the right will reach a user’s left ear with a slight delay, and with fewer high frequency elements (which are normally dampened by the skull).
  • The SDK lets you specify the size and material of your virtual environment, both of which contribute to the quality of a given sound. So you can make a conversation in a tight spaceship sound very different than one in a large, underground (and still virtual) cave.
Optimized for today’s smartphones

We built today’s updates with performance in mind, so adding spatial audio to your app has minimal impact on the primary CPU (where your app does most of its work). We achieve these results in a couple of ways:

  • The SDK is optimized for mobile CPUs (e.g. SIMD instructions) and actually computes the audio in real-time on a separate thread, so most of the processing takes place outside of the primary CPU.
  • The SDK allows you to control the fidelity of each sound. As a result, you can allocate more processing power to critical sounds, while de-emphasizing others.
Simple, native integrations

It’s really easy to get started with the SDK’s new audio features. Unity developers will find a comprehensive set of components for creating soundscapes on Android, iOS, Windows and OS X. And native Android developers will now have a simple Java API for simulating virtual sounds and environments.


Experience spatial audio in our sample app for developers

Check out our Android sample app (for developer reference only), browse the documentation on the Cardboard developers site, and start experimenting with spatial audio today. We’re excited to see (and hear) the new experiences you’ll create!

Categories: Programming

Get your app featured on the first smartphone with Project Tango from Lenovo

Sat, 01/09/2016 - 04:56

Originally posted on Google Developers Blog

Posted by Johnny Lee, Technical Project Lead, Project Tango

Today, at CES, Lenovo announced the development of the first consumer-ready smartphone with Project Tango. By adding a few extra sensors and some computer vision software, Project Tango transforms your smartphone into a magic lens that lets you place digital information on your physical world.


*Renderings only. Not the official Lenovo device.

To support the continued growth of the ecosystem, we’re also inviting developers from around the world to submit their ideas for gaming and utility apps created using Project Tango. We’ll pick the best ideas and provide funding and engineering support to help bring them to life, as part of the app incubator. Even better, the finished apps will be featured on Lenovo’s upcoming device. The submission period closes on February 15, 2016.

All you need to do is tell us about your idea and explain how Project Tango technologies will enable new experiences. Additionally, we’ll ask you to include the following materials:

  • Project schedule including milestones for development –– we’ll reach out to the selected developers by March 15, 2016
  • Visual mockups of your idea including concept art
  • Smartphone app screenshots and videos, such as captured app footage
  • Appropriate narrative including storyboards, etc.
  • Breakdown of your team and its members
  • One pager introducing your past app portfolio and your company profile

For some inspiration, Lowe's Home Improvement teamed with developer Elementals Web to demonstrate a use case they are each working on for the launch. In the app, you can point your Project Tango-enabled smartphone at your kitchen to see where a new refrigerator or dishwasher might fit virtually.


Elsewhere, developer Schell Games let’s you play virtual Jenga on any surface with friends. But this time, there is no cleanup involved when the blocks topple over.


There are also some amazing featured apps for Project Tango on Google Play. You can pick up your own Project Tango Tablet Development Kit here to brainstorm new fun and immersive experiences that use the space around you. Apply now!

Categories: Programming

Android Studio 2.0 Preview: Android Emulator

Tue, 01/05/2016 - 22:14
Posted by, Jamal Eason, Product Manager, Android

An early preview of the new Android Emulator is now available to try out. As a part of Android Studio 2.0, the latest version of the Android Emulator can help you test your app on a wide range of screens size and configurations beyond the physical Android hardware you use to test.Moreover, using the official Android emulator enables you to test with latest Android versions. Building on this foundation, the top two benefits of new Android emulator are:

  • Speed & Performance: When emulating the latest Android 6.0 release (Marshmallow), we now support Symmetric Multi-Processing and have made significant I/O improvements in both the emulator and ADB. This means you will have faster performance when you are testing your app.
  • Usability & User Interface: The new Android Emulator includes a brand new user interface to make the emulator easy to use. You no longer have to rely on command-line parameters to use the Android emulator. Common tasks and emulator features are now just a mouse click or a keyboard shortcut away.

We previewed the user interface at the Android Dev Summit. You can try it out today along with the new version of ADB for faster APK installation and file transfers to the emulator. Check out the video for a demonstration of the new Android Emulator.



Android Dev Summit 2015: Emulator Demo

We are seeking early feedback to continue to deliver the experience and features that will make you more productive.

Performance Improvements CPU Performance

Android Studio now uses CPU acceleration on x86 emulator system images by default. Combined with new Symmetric Multi-Processor (SMP) support in Android 6.0 Marshmallow system images, the Android emulators can perform even faster than many physical Android devices. Multi-core support not only makes your apps and the emulator run faster but it provides the added advantage of speeding up common developer tasks such as installing APKs. Also, with SMP you can test apps that specifically target multi-processor Android devices.

Faster ADB

In addition to faster CPU speeds in the emulator, there are a number of under-the-hood improvements that will make the experience faster. One of the bottlenecks in the development process that we worked on is the speed of pushing data between Android Studio and your device using ADB (Android Debug Bridge). When you use Android 6.0 Marshmallow and higher system images with the new Android Emulator, you can now push files across ADB up to five times faster than a real device. This will help you if you push large APK or files during your app development cycle.

User Interface Toolbar

The new interface exposes some of the most common emulator actions in a new toolbar and control panel instead of solely relying on command line options. For the preview, the Android Emulator toolbar enables actions, such as volume control, screen rotation, and screen-shots of the emulator window.

Window Zooming & Scaling

Now you can resize your window simply by dragging a corner. You can also zoom and scroll to get a closer look at a portion of your screen.

Left: ZoomingRight: Window Scaling Drag & Drop

With the new emulator, you can not only drag and drop APKs for quick installation, but you can also drag and drop any file to your emulator’s internal SD card to help in testing.


Drag and Drop Files Extended UI Controls

In the extended controls window, additional options help you validate and test features in your app. As shown below, you can initiate a range of emulator actions such as making a virtual call, sending a virtual SMS, or controlling the power level of the emulator. You can additionally send a single GPS location point to the emulator or play back a custom set of KML or GPX points as well.


Phone Controls
Battery Controls

We are continuing to add more functionality and we will keep you up to date as we add more features.

What's Next & Setup

This is just the beginning of developments on the Android Emulator, so expect more features such as support more APIs levels, and adding more sensors with future versions of Android Studio. The new emulator along with Android Studio are available today on the Android Studio canary channel and tools preview channel.

Click here for details on how to setup the preview of the new Android Emulator.

We appreciate your feedback. Connect with us, the Android Studio development team, on Google+.

Categories: Programming

Android Studio 2.0 Preview

Tue, 01/05/2016 - 20:38

Posted by, Jamal Eason, Product Manager, Android

One the most requested features we receive is to make app builds and deployment faster in Android Studio. Today at the Android Developer Summit, we’re announcing a preview of Android Studio 2.0 featuring Instant Run that will dramatically improve your development workflow. With Android Studio 2.0, we are also including a preview of a new GPU Profiler.

All these updates are available now in the canary release channel, so we can get your feedback. Since this initial release is a preview, you may want to download and run an additional copy of Android Studio in parallel with your current version.



New Features in Android Studio 2.0 Instant Run: Faster Build & Deploy

Android Studio’s instant run feature allows you to to quickly see your changes running on your device or emulator.


Getting started is easy. If you create a new project with Android Studio 2.0 then your projects are already setup. If you have a pre-existing app open Settings/Preferences, the go to Build, Execution, Deployment → Instant Run. Click on Enable Instant Run... This will ensure you have the correct gradle plugin for your project to work with Instant Run.

Enable Instant Run for Android Studio projects

Select Run as normal and Android Studio will perform normal compilation, packaging and install steps and run your app on your device or emulator. After you make edits to your source code or resources, pressing Run again will deploy your changes directly into the running app.

New Run & Stop Actions in Android Studio for Instant Run

For a more detailed guide setup and try Instant Run, click here.

GPU Profiler

Profiling your OpenGL ES Android code is now even easier with the GPU Profiler in Android Studio. The tool is in early preview, but is very powerful and not only shows details about the GL State and Commands, you can record entire sessions and walk through the GL Framebuffer and Textures as your app is running OpenGL ES Code.

Android Studio GPU Profiler

To get started, first download the GPU Debugging Tools package from the Android Studio SDK Manager. Click here for more details about the GPU Profiler tool and how to set up your Android app project for profiling.

What's Next

This is just a taste of some of the bigger updates in this latest release of Android Studio. We'll be going through the full release in more detail at the Android Developer Summit (livestreamed on Monday and Tuesday). Over the next few weeks, we'll be showing how to take advantage of even more features in Android Studio 2.0, so be sure to check back in.

If you're interested in more Android deep technical content, we will be streaming over 16 hours of content from the inaugural Android Developer Summit over the next two days, and together with Codelabs, all of this content will be available online after the Summit concludes.

Android Studio 2.0 is available today on the Android Studio canary channel. Let us know what you think of these new features by connecting with the Android Studio development team on Google+.

Categories: Programming

Invitation: Your Ultimate 31-Course Holiday Banquet

Tue, 01/05/2016 - 20:33

Posted by Shanea King-Roberson, Program Manager

The Holidays. Food for the body. Food for the mind. Google and Udacity offer you 31 courses that will make your mouth water and your mind dance. Savor one or several of our 31 self-paced online training courses to indulge your curiosity, expand your knowledge, and hone new skills. Choose from Android, Web, Entrepreneurship, or Cloud and Backend tracks. Are you ready?

Android

More and more people around the world are embracing mobile at an increasing pace, whether on their phones, in their cars, at home, and around their wrists. Learn to build apps for them!


Web

Refine your web development skills for mobile. Create fast, fluid user experiences. Deploy for all desktop and mobile devices. Streamline checkout and payment. Learn how to build beautiful, performant, responsive applications for the world's largest platform.


Cloud and Backend

Does your app need to support more users? (Congratulations!) Do you want to move data handling for an existing app from the device to the cloud? Learn how to take advantage of public cloud infrastructure to support millions of users and terabytes of data.


Entrepreneurship

Start the year with a new start up. That says it all. Take these courses to learn how to do it successfully.

And that’s it. 31 courses that will catapult your skills and make 2016 your best year yet! Happy Holidays!

Categories: Programming

The Learning Continues! New lessons for Advanced Android course

Tue, 01/05/2016 - 20:33

Posted by Joanna Smith, Developer Advocate

Magic moments happen when your app does something very useful with minimal effort from your users -- like figuring out their location for them automatically. The new Places lesson in the Advanced Android App Development course teaches you how to add a Place Picker to your app so that users can pick a nearby location without having to type anything.

The Advanced Android App Development course, built by Udacity in conjunction with Google, is a follow-up course to Developing Android apps. The advanced course is for Android Developers who are ready to learn how to polish, productionize and publish their app, and even distribute it through Google Play.



Updates to the course also include an explanation of the new GCM Receiver, as well as an entirely new lesson on publishing your app, which explains how to build and sign an APK so you you can distribute your app on Google Play.

After all, why build an app if you can’t get it to your users?
Get started now, because it's going to be awesome!

Categories: Programming

Get ready for Javascript “Promises” with Google and Udacity

Wed, 12/30/2015 - 21:20

Sarah Clark, Program Manager, Google Developer Training

Front-end web developers face challenges when using common “asynchronous” requests. These requests, such as fetching a URL or reading a file, often lead to complicated code, especially when performing multiple actions in a row. How can we make this easier for developers?

Javascript Promises are a new tool that simplifies asynchronous code, converting a tangle of callbacks and event handlers into simple, straightforward code such as: fetch(url).then(decodeJSON).then(addToPage)...

Promises are used by many new web standards, including Service Worker, the Fetch API, Quota Management, Font Load Events,Web MIDI, and Streams.


We’ve just opened up a online course on Promises, built in collaboration with Udacity. This brief course, which you can finish in about a day, walks you through building an “Exoplanet Explorer” app that reads and displays live data using Promises. You’ll also learn to use the Fetch API and finally kiss XMLHttpRequest goodbye!

This short course is a prerequisite for most of the Senior Web Developer Nanodegree. Whether you are in the paid Nanodegree program or taking the course for free, won’t you come learn to make your code simpler and more reliable today?

Categories: Programming