More Countries, More sellers, More buyers

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

Since we launched Android and Android Market, we have seen the population of Android users and devices expand into many countries. This widespread adoption has brought with it growing interest in Android Market’s support for the buying and selling of paid applications in these additional countries.

We have been hard at work on this and it is my pleasure to announce that effective today, developers from 20 more countries can now sell paid apps on Android Market. Additionally, over the next 2 weeks, users in 18 additional countries will be able to purchase paid apps from Android Market.

Support for paid application sales is now expanded to developers in 29 countries, with today’s additions of Argentina, Australia, Belgium, Brazil, Canada, Denmark, Finland, Hong Kong, Ireland, Israel, Mexico, New Zealand, Norway, Portugal, Russia, Singapore, South Korea, Sweden, Switzerland and Taiwan.

In addition, Android Market users from 32 countries will be able to buy apps, with the addition of Argentina, Belgium, Brazil, Czech Republic, Denmark, Finland, Hong Kong, India, Ireland, Israel, Mexico, Norway, Poland, Portugal, Russia, Singapore, Sweden, and Taiwan. No action is necessary if you have targeted your paid apps to be available to “All Locations” and would like to launch in these additional countries. If you have not selected “All Locations” and would like to target these additional countries, or if you have selected “All Locations” and do not want to launch your apps in these additional buyer countries, please visit the Android Market publisher site regularly over the next two weeks to make the necessary adjustments as the new buyer countries launch.

We remain committed to continuing to improve the buyer and seller experiences on Android Market. Among other initiatives, we look forward to bringing the Android Market paid apps ecosystem to even more countries in the coming months. Please stay tuned.

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Android Market New Country Roll-out Details

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[This post is by the Android Market team. — Tim Bray]

Last week, we announced that over the next two weeks, users in 18 additional countries would gain the ability to purchase paid apps from Android Market. Effective today, users can now see paid apps in Argentina, Belgium, Brazil, Czech Republic, Denmark, Finland, Hong Kong, India, Ireland, Israel, Mexico, Norway, Poland, Portugal, Russia, Singapore, Sweden, and Taiwan.

For users to make a purchase of paid apps in these countries, they must have the latest Android Market client, which we have started to make available as a self-update and should reach all users within the next few days. This is a silent update; users will not see a notification and will not be prompted to do anything. If you want to accelerate the self-update process, launch Android Market, navigate back to the Home screen, and after 5-10 minutes, relaunch it. For more details, please refer to the Help Center.

No action is necessary if you have targeted your paid apps to be available to “All Locations” and would like to launch in these additional countries. If you have not selected “All Locations” and would like to target these additional countries, or if you have selected “All Locations” and do not want to launch your apps in these additional buyer countries, please visit the Android Market publisher site to make the necessary adjustments.

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The Five Steps to Future Hardware Happiness

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[This post is by Reto Meier AKA @retomeier, who wrote the book on Android App development. —Tim Bray]

Two questions I regularly get asked are “Why isn’t my app visible on the Market on the (insert device name here)?” and “How can I prepare for GoogleTV and Android tablets?” If you care about how broadly your app is available, pay attention now. Seriously. I don’t want to hear anyone telling me they weren’t told. [Seems a little combative? -Ed. Take it up a notch! -RM]

By now you’ve probably heard of Google TV, the Samsung Galaxy Tab, and the Dell Streak. These are only the vanguard — Android is quickly moving to hardware that is increasingly different from the smartphone devices we’re used to. The variations in hardware — including lack of features like GPS, accelerometers, and video cameras — means it’s time for you to think about what hardware your app needs, and what it can function without.

To make life easier every API includes a FEATURE_* constant. To control your app’s availability on the Android Market, you specify the features required for your app to work. I’d like to encourage you to add manifest Feature nodes for every API you use, specifying them as optional, or not, as appropriate using a manifest uses-feature nodes as shown below:

<uses-feature android:name="android.hardware.microphone"
              android:required="true"/>

Market won’t be inferring any future API features

My earlier post on future proofing your apps describes a process of feature inferring that used your app’s permissions to help us ensure apps were only visible on the appropriate hardware.

This process has evolved over time. From now on Market won’t be inferring future API features and we have no way to infer some previously available APIs (eg. sensors). As a result you’ll need to specify your mandatory and optional feature requirements — or risk your app either breaking or not being available for some users.

The 5 steps to future hardware happiness

  1. Specify a uses-feature node for every API feature used by your app. This forces you to think about what your app uses, allowing you to:

  2. Decide which features are necessary for your app to be useful and mark those featured with the attribute required=true. This lets Market hide your app from any device that doesn’t support the hardware features your app requires.

    <uses-feature android:name="android.hardware.telephony"
                  android:required=”true”/>

  3. For features that aren’t strictly required, set required=false.

    <uses-feature android:name="android.hardware.bluetooth"
                  android:required=”false”/>

  4. Then go in to your code and find where you have used the optional features. Use the hasSystemFeature method from the PackageManager to determine if the hardware is available and provide alternative paths for your code as appropriate.

    PackageManager pm = getPackageManager();
    boolean hasCompass = pm.hasSystemFeature(PackageManager.FEATURE_SENSOR_COMPASS);

  5. Now you can sleep soundly in the knowledge that no matter what variation in Android compatible hardware comes to market, your app will always (and only) be available on those it supports.

You can find more details on how the Android Market uses filters to determine whether to show your application to a user who is browsing or searching for applications on a given device at the Market Filters page on the Android Developer Site.

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Traceview War Story

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I recently took my first serious look at Traceview, and it occurred to me, first, that there are probably a few other Android developers who haven’t used it and, second, that this is an opportunity to lecture sternly on one of my favorite subjects: performance improvement and profiling. This is perhaps a little bit Android-101; If you already know all about Traceview, you can stop here and go back to coding.

Making Apps Fast

Here’s a belief that I think I share with most experienced developers: For any app that is even moderately complex, you’re not smart enough to predict what the slow parts are going to be, because nobody is smart enough to predict where software bottlenecks will turn up.

So the smart way to write a fast app is to build it in the simplest way that could possibly work, avoiding egregiously-stupid thing like order-N-squared algorithms and doing I/O on the Android UI thread. Who knows, it might be fast enough, and then you’re done!

If it isn’t fast enough, don’t guess why. Measure it and find out, using a profiler. Actually I’ve been known to do this, when backed into a corner, using things like System.err.println("Entered at" + System.currentTimeMillis()); Fortunately, Android comes with a reasonably decent profiler, so you don’t have to get ugly like that.

Case Study: LifeSaver 2

I have this little utility in Android Market called LifeSaver 2, the details are on my personal blog. At one point, it reads the SMS and phone-call logs out of the system and persists them in a JSON text file on the SD card. Since this is kind of slow, it shows a nice dynamic progress bar. It occurred to me to wonder why it was kind of slow to write a few hundred records into a text file on a device that, after all, has a gigahertz processor.

Somebody who foolishly disregarded my advice above might assume that the slowdown had to be due to the ContentProvider Cursor machinery reading the system logs, or failing that, the overhead of writing to the SD card. A wiser person would instrument the code and find out. Let’s do that.

Turning On Tracing

I went into Saver.java and bracketed the code in its run() method like so:

       public void run() {

            android.os.Debug.startMethodTracing("lsd");

            // ... method body elided

            android.os.Debug.stopMethodTracing();
        }

The first call turns tracing on, the argument "lsd" (stands for Life Saver Debug, of course) tells the system to put the trace log in /sdcard/lsd.trace. Remember that doing this means you have to add the WRITE_EXTERNAL_STORAGE permission so you can save the trace info; don‘t forget to remove that before you ship.

[Update:] Android engineer Xavier Ducrohet writes to remind me: “DDMS has a start/stop profiling button in the ‘device view’. Upon clicking stop it launches TraceView with the trace file. This is not as fine grained as putting start/stopMethodTracing in your code but can be quite useful. For VMs earlier than froyo, the permission is required as well (DDMS basically automate getting the trace from the sd card and saving it locally before calling traceview). For Froyo+ VMs, the VM is able to send the trace file through the JDWP connection and the permission is not needed anymore (which is really useful).” Thanks, Xav!

Then you run your app, then you copy the output over to your computer, and fire up Traceview.

540> adb pull /sdcard/lsd.trace
541> traceview lsd

At this point, you will have noticed three things. First, turning tracing on really slows down your app. Second, the tracefile is big; in this case, 8.6M for a run that took like four seconds. Third, that traceview looks pretty cool.

The bars across the top show the app’s threads and how they dealt out the time; since the Nexus One is single-threaded CPU, they have to take turns. Let’s zero in on one 100-msec segment.

The top line is where my app code is running (the red segment is GC happening), the middle line is the UI thread and the bursts of activity are the ProgressBar updating, and I have no idea what the third thread, named HeapWorker, does, but it doesn’t seem a major contributor to the app’s runtime, so let’s ignore it.

The bottom of the screen is where the really interesting data is; it shows which of your methods burned the time, and can be sorted in a bunch of different ways. Let’s zero in on the first two lines.

Translated into English, this tells us that the top-level routine consumed 100% of the time if you include everything it called (well, yeah), but only 0.9% of the time itself. The next line suddenly starts to get real interesting: java.io.PrintStream.println(Object) and whatever it calls are using 65.2% of the app’s time. This is the code that writes the JSON out to the SD card. Right away, we know that apparently the task of pulling the data out of the phone’s ContentProviders doesn’t seem to be very expensive; it’s the output that’s hurting.

Can we conclude that the app is limited by the sluggish write performance of the SD card? Let’s drill down, which is done in the most obvious point-and-click way imaginable.

Ooh, there’s a nasty surprise. Of course, println calls (in effect) toString() on all its arguments. It looks like turning the arguments to strings is taking over half the time, before it even dispatches from println(Object) to println(String).

I’ll skip the step of drilling down into println(String) but it does suggest that yes, there is some slow I/O happening there, to the SD card. But let’s look inside that String.valueOf() call.

There’s your smoking pistol. It turns out that org.json.JSONObject.toString() is what we professional programmers call a, well, this is a family-friendly operation so I won’t go there. You can poke around inside it, but it’s just depressing.

What you can do, however, is sort all the routines by their “Exclusive” times, as in the number of CPU circles burned right there in the routine. Here are all of them that use 1% or more of the total execution time.

There’s a little bit of GC and Android framework View-wrangling stuff in there, but the display is dominated by org.jason and java.lang.StringBuilder code.

The Conclusion

The real conclusion is that in the case of this app, I actually don’t care about the performance. A user runs it a grand total of two times, once on the old phone and once on the new phone, and it’s got lots of eye candy, so I just don’t think there’s a problem.

If I did want to speed this up, it’s obvious what to do. First, either stop using JSON, or find a cheaper way to serialize it. Second, do fewer println() calls; glom the data together in one big buffer and just blast it out with a single I/O call. But, and here’s the key point, if I’d guessed where the bottlenecks were, I’d have been wrong, mostly.

Traceview is a nice tool, and if you don’t already know it, you owe it to yourself to learn it.

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Proguard, Android, and the Licensing Server

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[This post is by Dan Galpin, an Android Developer Advocate specializing in games and comics. — Tim Bray]

The Securing Android LVL Applications blog post makes it clear that an Android developer should use an obfuscation tool such as Proguard in order to help safeguard their applications when using License Server. Of course, this does present another question. How should one integrate such a tool with the Android build process? We’re specifically going to detail integrating Proguard in this post.

Before you Begin

You must be running the latest version of the Android SDK Tools (at least v7). The new Ant build rules file included with v7 contains hooks to support user-created pre and post compile steps in order to make it easier to integrate tools such as Proguard into an Android build. It also integrates a single rules file for building against all versions of the Android SDK.

Adding an Optimization Step to build.xml

First, you’ll have to get Proguard if you don’t yet have it.

If you’ve been using Eclipse to do your development, you’ll have to switch to using the command line. Android builds are done using Apache Ant. A version of Ant ships along with Eclipse, but I recommend installing your own version.

The Android SDK can build you a starter build.xml file. Here is how it’s done:

android update project --path ./MyAndroidAppProject

If all works well, you’ll have a shiny new build.xml file sitting in your path. Let’s try doing a build.

ant release

You should end up with an unsigned release build. The command-line tools can also sign your build for you. You’ll notice that the android tool created a local.properties file in your directory. It will contain the sdk.dir property. You can have it make you a signed build by adding the location of your keystore and alias to this file.

key.store=/Path/to/my/keystore/MyKeystore.ks
key.alias=myalias

So, now you have a signed build from the command line, but still no obfuscated build. To make things easy, you’re going to want to get two helper files: add-proguard-release.xml and procfg.txt.

Copy these files into your root directory (where the build.xml file sits). To add Proguard to your build, you first need to edit your local properties file to add the location of the directory that Proguard is installed in:

proguard.dir=/Directory/Proguard/Is/Installed/In

Finally… you need to add our script to your build file and have it override a few targets. To do this, we use the XML “entity” construct. At the top of your build.xml file, add an entity that references our script file:

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE project [
       <!ENTITY add-proguard-release SYSTEM "add-proguard-release.xml">
]>

You’re not done yet. Somewhere within the project tag add the reference to our entity to include our script.

<project name="MyProjectName" default="help">
&add-proguard-release;

That’s it! In many cases, calling

ant release

Will give you an obfuscated build. Now test and make sure that it hasn’t broken anything.

But Wait, My App is Crashing Now

Most crashes happen because Proguard has obfuscated away something that your application needs, such as a class that is referenced in the AndroidManifest or within a layout, or perhaps something called from JNI or reflection. The Proguard configuration provided here tries to avoid obfuscating most of these cases, but it’s still possible that in edge cases you’ll end up seeing something like a ClassNotFoundException.

You can make edits to the procfg.txt file to keep classes that have been obfuscated away. Adding:

-keep public class * [my classname]

should help. For more information about how to prevent Proguard from obfuscating specific things, see the Proguard manual. Specifically, the keep section. In the interest of security, try to keep as little of your application unobfuscated as possible.

The standard settings provided in procfg.txt will be good for many applications, and will catch many common cases, but they are by no means comprehensive. One of the things that we’ve done is had Proguard create a bunch of output files in the obf directory to help you debug these problems.

The mapping.txt file explains how your classes have been obfuscated. You’ll want to make sure to keep this around once you have submitted your build to Market, as you’ll need this to decipher your stack traces.

Conclusion

Tools such as Proguard make the binary of your application harder to understand, and make your application slightly smaller and more efficient at the same time, at the cost of making it slightly more challenging to debug problems in the field. For many applications, the tradeoff is more than worthwhile.

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