Thursday, July 3, 2014

A Deep Dive Into Location

[This post is by Reto Meier, Tech Lead for Android Developer Relations, who wrote the book on Android App development. — Tim Bray]

Im a big fan of location-based apps, but not their seemingly-inevitable startup latency.

Whether its finding a place to eat or searching for the nearest Boris Bike, I find the delay while waiting for the GPS to get a fix, and then for the results list to populate, to be interminable. Once I’m in a venue and ready to get some tips, check-in, or review the food, I’m frequently thwarted by a lack of data connection.

Rather than shaking my fist at the sky, I’ve written an open-source reference app that incorporates all of the tips, tricks, and cheats I know to reduce the time between opening an app and seeing an up-to-date list of nearby venues - as well as providing a reasonable level of offline support — all while keeping the impact on battery life to a minimum.

Show Me the Code

You can check-out the Android Protips for Location open source project from Google Code. Don’t forget to read the Readme.txt for the steps required to make it compile and run successfully.

What Does it Actually Do?

It uses the Google Places API to implement the core functionality of apps that use location to provide a list of nearby points of interest, drill down into their details, and then check-in/rate/review them.

The code implements many of the best-practices I detailed in my Google I/O 2011 session, Android Protips: Advanced Topics for Expert Android Developers (video), including using Intents to receive location updates, using the Passive Location Provider, using and monitoring device state to vary refresh rates, toggling your manifest Receivers at runtime, and using the Cursor Loader.

The app targets Honeycomb but supports Android platforms from 1.6 and up.

Nothing would make me happier than for you to cut/copy/borrow / steal this code to build better location-based apps. If you do, I’d love it if you told me about it!

Now that you’ve got the code, let’s take a closer look at it

My top priority was freshness: Minimize the latency between opening the app and being able to check in to a desired location, while still minimizing the impact of the app on battery life.

Related requirements:

  • The current location has to be found as quickly as possible.


  • The list of venues should update when the location changes.


  • The list of nearby locations and their details must be available when we’re offline.


  • Check-ins must be possible while we’re offline.


  • Location data and other user data must be handled properly (see our prior blog post on best practices).


Freshness means never having to wait

You can significantly reduce the latency for getting your first location fix by retrieving the last known location from the Location Manager each time the app is resumed.

In this snippet taken from the GingerbreadLastLocationFinder, we iterate through each location provider on the device — including those that arent currently available — to find the most timely and accurate last known location.

List<String> matchingProviders = locationManager.getAllProviders();
for (String provider: matchingProviders) {
Location location = locationManager.getLastKnownLocation(provider);
if (location != null) {
float accuracy = location.getAccuracy();
long time = location.getTime();

if ((time > minTime && accuracy < bestAccuracy)) {
bestResult = location;
bestAccuracy = accuracy;
bestTime = time;
}
else if (time < minTime &&
bestAccuracy == Float.MAX_VALUE && time > bestTime){
bestResult = location;
bestTime = time;
}
}
}

If there is one or more locations available from within the allowed latency, we return the most accurate one. If not, we simply return the most recent result.

In the latter case (where it’s determined that the last location update isnt recent enough) this newest result is still returned, but we also request a single location update using that fastest location provider available.

if (locationListener != null &&
(bestTime < maxTime || bestAccuracy > maxDistance)) {
IntentFilter locIntentFilter = new IntentFilter(SINGLE_LOCATION_UPDATE_ACTION);
context.registerReceiver(singleUpdateReceiver, locIntentFilter);
locationManager.requestSingleUpdate(criteria, singleUpatePI);
}

Unfortunately we can’t specify “fastest” when using Criteria to choose a location provider, but in practice we know that coarser providers — particularly the network location provider — tend to return results faster than the more accurate options. In this case I’ve requested coarse accuracy and low power in order to select the Network Provider when it’s available.

Note also that this code snippet shows the GingerbreadLastLocationFinder which uses the requestSingleUpdate method to receive a one-shot location update. This wasn’t available prior to Gingerbread - check out the LegacyLastLocationFinder to see how I have implemented the same functionality for devices running earlier platform versions.

The singleUpdateReceiver passes the received update back to the calling class through a registered Location Listener.

protected BroadcastReceiver singleUpdateReceiver = new BroadcastReceiver() {
@Override
public void onReceive(Context context, Intent intent) {
context.unregisterReceiver(singleUpdateReceiver);

String key = LocationManager.KEY_LOCATION_CHANGED;
Location location = (Location)intent.getExtras().get(key);

if (locationListener != null && location != null)
locationListener.onLocationChanged(location);

locationManager.removeUpdates(singleUpatePI);
}
};

Use Intents to receive location updates

Having obtained the most accurate/timely estimate of our current location, we also want to receive location updates.

The PlacesConstants class includes a number of values that determine the frequency of location updates (and the associated server polling). Tweak them to ensure that updates occur exactly as often as required.

// The default search radius when searching for places nearby.
public static int DEFAULT_RADIUS = 150;
// The maximum distance the user should travel between location updates.
public static int MAX_DISTANCE = DEFAULT_RADIUS/2;
// The maximum time that should pass before the user gets a location update.
public static long MAX_TIME = AlarmManager.INTERVAL_FIFTEEN_MINUTES;

The next step is to request the location updates from the Location Manager. In this snippet taken from the GingerbreadLocationUpdateRequester we can pass the Criteria used to determine which Location Provider to request updates from directly into the requestLocationUpdates call.

public void requestLocationUpdates(long minTime, long minDistance, 
Criteria criteria, PendingIntent pendingIntent) {

locationManager.requestLocationUpdates(minTime, minDistance,
criteria, pendingIntent);
}

Note that were passing in a Pending Intent rather than a Location Listener.

Intent activeIntent = new Intent(this, LocationChangedReceiver.class);
locationListenerPendingIntent =
PendingIntent.getBroadcast(this, 0, activeIntent, PendingIntent.FLAG_UPDATE_CURRENT);

I generally prefer this over using Location Listeners as it offers the flexibility of registering receivers in multiple Activities or Services, or directly in the manifest.

In this app, a new location means an updated list of nearby venues. This happens via a Service that makes a server query and updates the Content Provider that populates the place list.

Because the location change isn’t directly updating the UI, it makes sense to create and register the associated LocationChangedReceiver in the manifest rather than the main Activity.

<receiver android:name=".receivers.LocationChangedReceiver"/>

The Location Changed Receiver extracts the location from each update and starts the PlaceUpdateService to refresh the database of nearby locations.

if (intent.hasExtra(locationKey)) {
Location location = (Location)intent.getExtras().get(locationKey);
Log.d(TAG, "Actively Updating place list");
Intent updateServiceIntent =
new Intent(context, PlacesConstants.SUPPORTS_ECLAIR ? EclairPlacesUpdateService.class : PlacesUpdateService.class);
updateServiceIntent.putExtra(PlacesConstants.EXTRA_KEY_LOCATION, location);
updateServiceIntent.putExtra(PlacesConstants.EXTRA_KEY_RADIUS, PlacesConstants.DEFAULT_RADIUS);
updateServiceIntent.putExtra(PlacesConstants.EXTRA_KEY_FORCEREFRESH, true);

context.startService(updateServiceIntent);
}

Monitor inactive providers for a better option

The snippet from PlacesActivity below shows how to monitor two important conditions:

  • The Location Provider we are using being deactivated.


  • A better Location Provider becoming available.


In either case, we simply re-run the process used to determine the best available provider and request location updates.

// Register a receiver that listens for when the provider Im using has been disabled. 
IntentFilter intentFilter = new IntentFilter(PlacesConstants.ACTIVE_LOCATION_UPDATE_PROVIDER_DISABLED);
registerReceiver(locProviderDisabledReceiver, intentFilter);

// Listen for a better provider becoming available.
String bestProvider = locationManager.getBestProvider(criteria, false);
String bestAvailableProvider = locationManager.getBestProvider(criteria, true);
if (bestProvider != null && !bestProvider.equals(bestAvailableProvider))
locationManager.requestLocationUpdates(bestProvider, 0, 0,
bestInactiveLocationProviderListener, getMainLooper());

Freshness means always being up to date. What if we could reduce startup latency to zero?

You can start the PlacesUpdateService in the background to refresh the list of nearby locations while your app is in the background. Done correctly, a relevant list of venues can be immediately available when you open the app.

Done poorly, your users will never find this out as you’ll have drained their battery too quickly.

Requesting location updates (particularly using the GPS) while your app isn’t in the foreground is poor practice, as it can significantly impact battery life. Instead, you can use the Passive Location Provider to receive location updates alongside other apps that have already requested them.

This extract from the FroyoLocationUpdateRequester enables passive updates on Froyo+ platforms.

public void requestPassiveLocationUpdates(long minTime, long minDistance, PendingIntent pendingIntent) {
locationManager.requestLocationUpdates(LocationManager.PASSIVE_PROVIDER,
PlacesConstants.MAX_TIME, PlacesConstants.MAX_DISTANCE, pendingIntent);
}

As a result receiving background location updates is effectively free! Unfortunately the battery cost of your server downloads aren’t, so you’ll still need to carefully balance how often you act on passive location updates with battery life.

You can achieve a similar effect in pre-Froyo devices using inexact repeating non-wake alarms as shown in the LegacyLocationUpdateRequester.

public void requestPassiveLocationUpdates(long minTime, long minDistance, 
PendingIntent pendingIntent) {

alarmManager.setInexactRepeating(AlarmManager.ELAPSED_REALTIME,
System.currentTimeMillis()+PlacesConstants.MAX_TIME,
PlacesConstants.MAX_TIME, pendingIntent);
}

Rather than receiving updates from the Location Manager, this technique manually checks the last known location at a frequency determined by the maximum location update latency.

This legacy technique is significantly less efficient, so you may choose to simply disable background updates on pre-Froyo devices.

We handle updates themselves within the PassiveLocationChangedReceiver which determines the current location and starts the PlaceUpdateService.

if (location != null) {
Intent updateServiceIntent =
new Intent(context, PlacesConstants.SUPPORTS_ECLAIR ? EclairPlacesUpdateService.class : PlacesUpdateService.class);

updateServiceIntent.putExtra(PlacesConstants.EXTRA_KEY_LOCATION, location);
updateServiceIntent.putExtra(PlacesConstants.EXTRA_KEY_RADIUS,
PlacesConstants.DEFAULT_RADIUS);
updateServiceIntent.putExtra(PlacesConstants.EXTRA_KEY_FORCEREFRESH, false);
context.startService(updateServiceIntent);
}

Using Intents to passively receive location updates when your app isnt active

You’ll note that we registered the Passive Location Changed Receiver in the application manifest.

<receiver android:name=".receivers.PassiveLocationChangedReceiver"/>

As a result we can continue to receive these background updates even when the application has been killed by the system to free resources.

This offers the significant advantage of allowing the system to reclaim the resources used by your app, while still retaining the advantages of a zero latency startup.

If your app recognizes the concept of “exiting” (typically when the user clicks the back button on your home screen), it’s good form to turn off passive location updates - including disabling your passive manifest Receiver.

Being fresh means working offline

To add offline support we start by caching all our lookup results to the PlacesContentProvider and PlaceDetailsContentProvider.

Under certain circumstances we will also pre-fetch location details. This snippet from the PlacesUpdateService shows how pre-fetching is enabled for a limited number of locations.

Note that pre-fetching is also potentially disabled while on mobile data networks or when the battery is low.

if ((prefetchCount < PlacesConstants.PREFETCH_LIMIT) &&
(!PlacesConstants.PREFETCH_ON_WIFI_ONLY || !mobileData) &&
(!PlacesConstants.DISABLE_PREFETCH_ON_LOW_BATTERY || !lowBattery)) {
prefetchCount++;

// Start the PlaceDetailsUpdateService to prefetch the details for this place.
}

We use a similar technique to provide support for offline checkins. The PlaceCheckinService queues failed checkins, and checkins attempted while offline, to be retried (in order) when the ConnectivityChangedReceiver determines that we’re back online.

Optimizing battery life: Smart Services and using device state to toggle your manifest Receivers

Theres no point running update services when we aren’t online, so the PlaceUpdateService checks for connectivity before attempting an update.

NetworkInfo activeNetwork = cm.getActiveNetworkInfo();
boolean isConnected = activeNetwork != null &&
activeNetwork.isConnectedOrConnecting();

If we’re not connected, the Passive and Active Location Changed Receivers are disabled and the the ConnectivityChangedReceiver is turned on.

ComponentName connectivityReceiver = 
new ComponentName(this, ConnectivityChangedReceiver.class);
ComponentName locationReceiver =
new ComponentName(this, LocationChangedReceiver.class);
ComponentName passiveLocationReceiver =
new ComponentName(this, PassiveLocationChangedReceiver.class);

pm.setComponentEnabledSetting(connectivityReceiver,
PackageManager.COMPONENT_ENABLED_STATE_ENABLED,
PackageManager.DONT_KILL_APP);

pm.setComponentEnabledSetting(locationReceiver,
PackageManager.COMPONENT_ENABLED_STATE_DISABLED,
PackageManager.DONT_KILL_APP);

pm.setComponentEnabledSetting(passiveLocationReceiver,
PackageManager.COMPONENT_ENABLED_STATE_DISABLED,
PackageManager.DONT_KILL_APP);

The ConnectivityChangedReceiver listens for connectivity changes. When a new connection is made, it simply disables itself and re-enables the location listeners.

Monitoring battery state to reduce functionality and save power

When your phone is on its last 15%, most apps are firmly in the back seat to conserving what watts you have remaining. We can register manifest Receivers to be alerted when the device enters or leaves the low battery state.

<receiver android:name=".receivers.PowerStateChangedReceiver">
<intent-filter>
<action android:name="android.intent.action.ACTION_BATTERY_LOW"/>
<action android:name="android.intent.action.ACTION_BATTERY_OKAY"/>
</intent-filter>
</receiver>

This snippet from the PowerStateChangedReceiver disables the PassiveLocationChangedReceiver whenever the device enters a low battery state, and turns it back on once the battery level is okay.

boolean batteryLow = intent.getAction().equals(Intent.ACTION_BATTERY_LOW);

pm.setComponentEnabledSetting(passiveLocationReceiver,
batteryLow ? PackageManager.COMPONENT_ENABLED_STATE_DISABLED :
PackageManager.COMPONENT_ENABLED_STATE_DEFAULT,
PackageManager.DONT_KILL_APP);

You can extend this logic to disable all prefetching or reduce the frequency of your updates during low battery conditions.

What’s Next?

This is already a monster post, so I’m going to leave it there. I’ll follow up in the next week with a post on my personal blog, The Radioactive Yak, that will go in to more detail on the psychic and smooth elements of this app like using the Backup Manager and the Cursor Loader.

I also plan to build a similar reference app for news apps, so that I can spend more time reading and less time waiting.

In the mean time, happy coding!

Read More..

Wednesday, July 2, 2014

Announcing the Android 1 0 SDK release 1

About this time last year, my colleagues and I were preparing for the first of the "early look" SDK releases. I remember being a little freaked out—November 12 was starting to sound awfully close! But I think I can safely speak for the entire Android team when I say that we were all very excited about that upcoming release. In the year since, weve run and concluded the first Android Developer Challenge, given away $5,000,000, released more SDK builds, and worked with our partners to prepare the first device for users. Its been quite the whirlwind of a year.

In one of those strange cosmic symmetries, here we are a year later, and were once again very excited about an upcoming release. Im referring, of course, to the first Android-powered device that our colleagues at T-Mobile have just announced—the T-Mobile G1. We cant wait to see our hard work on store shelves and in the hands of users, but today were almost as excited because were announcing the brand-new Android 1.0 SDK, release 1.

Yes, that means were officially at 1.0. Of course the SDK wont remain static—well keep improving the tools by adding features and fixing bugs. But now developers can rely on the APIs in the SDK, and can update their applications to run on Android 1.0-compatible devices. The Android Market beta will also launch with the T-Mobile G1, providing developers an easy and open way to distribute their applications on that and later devices. Ive already seen a lot of applications that have me stoked, and I cant wait to see things really come together as developers cross that final mile to prepare their applications for Android 1.0.

So whats next for us? Well, well keep working on the SDK, as I said. But were also working hard with our partners in the Open Handset Alliance on the open-source release, with the aim of making the code available in the fourth quarter. The second Android Developer Challenge is also on the horizon—watch this space for more details. Were also already working on the future of the Android platform, and on more devices. Weve updated the Developer Roadmap, and well keep updating it as more information becomes available.

It has indeed been quite an exciting road to get to where we are today. The road stretches on ahead though, and were not slowing down for a moment. I look forward to meeting and working with many of you developers out there—and trying out your apps on my phone!

Happy Coding!

Read More..

Animation in Honeycomb


[This post is by Chet Haase, an Android engineer who specializes in graphics and animation, and who occasionally posts videos and articles on these topics on his CodeDependent blog at graphics-geek.blogspot.com. — Tim Bray]

One of the new features ushered in with the Honeycomb release is a new animation system, a set of APIs in a whole new package (android.animation) that makes animating objects and properties much easier than it was before.

"But wait!" you blurt out, nearly projecting a mouthful of coffee onto your keyboard while reading this article, "Isnt there already an animation system in Android?"

Animation Prior to Honeycomb

Indeed, Android already has animation capabilities: there are several classes and lots of great functionality in the android.view.animation package. For example, you can move, scale, rotate, and fade Views and combine multiple animations together in an AnimationSet object to coordinate them. You can specify animations in a LayoutAnimationController to get automatically staggered animation start times as a container lays out its child views. And you can use one of the many Interpolator implementations like AccelerateInterpolator and Bounce to get natural, nonlinear timing behavior.

But there are a couple of major pieces of functionality lacking in the previous system.

For one thing, you can animate Views... and thats it. To a great extent, thats okay. The GUI objects in Android are, after all, Views. So as long as you want to move a Button, or a TextView, or a LinearLayout, or any other GUI object, the animations have you covered. But what if you have some custom drawing in your view that youd like to animate, like the position of a Drawable, or the translucency of its background color? Then youre on your own, because the previous animation system only understands how to manipulate View objects.

The previous animations also have a limited scope: you can move, rotate, scale, and fade a View... and thats it. What about animating the background color of a View? Again, youre on your own, because the previous animations had a hard-coded set of things they were able to do, and you could not make them do anything else.

Finally, the previous animations changed the visual appearance of the target objects... but they didnt actually change the objects themselves. You may have run into this problem. Lets say you want to move a Button from one side of the screen to the other. You can use a TranslateAnimation to do so, and the button will happily glide along to the other side of the screen. And when the animation is done, it will gladly snap back into its original location. So you find the setFillAfter(true) method on Animation and try it again. This time the button stays in place at the location to which it was animated. And you can verify that by clicking on it - Hey! How come the button isnt clicking? The problem is that the animation changes where the button is drawn, but not where the button physically exists within the container. If you want to click on the button, youll have to click the location that it used to live in. Or, as a more effective solution (and one just a tad more useful to your users), youll have to write your code to actually change the location of the button in the layout when the animation finishes.

It is for these reasons, among others, that we decided to offer a new animation system in Honeycomb, one built on the idea of "property animation."

Property Animation in Honeycomb

The new animation system in Honeycomb is not specific to Views, is not limited to specific properties on objects, and is not just a visual animation system. Instead, it is a system that is all about animating values over time, and assigning those values to target objects and properties - any target objects and properties. So you can move a View or fade it in. And you can move a Drawable inside a View. And you can animate the background color of a Drawable. In fact, you can animate the values of any data structure; you just tell the animation system how long to run for, how to evaluate between values of a custom type, and what values to animate between, and the system handles the details of calculating the animated values and setting them on the target object.

Since the system is actually changing properties on target objects, the objects themselves are changed, not simply their appearance. So that button you move is actually moved, not just drawn in a different place. You can even click it in its animated location. Go ahead and click it; I dare you.

Ill walk briefly through some of the main classes at work in the new system, showing some sample code when appropriate. But for a more detailed view of how things work, check out the API Demos in the SDK for the new animations. There are many small applications written for the new Animations category (at the top of the list of demos in the application, right before the word App. I like working on animation because it usually comes first in the alphabet).

In fact, heres a quick video showing some of the animation code at work. The video starts off on the home screen of the device, where you can see some of the animation system at work in the transitions between screens. Then the video shows a sampling of some of the API Demos applications, to show the various kinds of things that the new animation system can do. This video was taken straight from the screen of a Honeycomb device, so this is what you should see on your system, once you install API Demos from the SDK.

Animator

Animator is the superclass of the new animation classes, and has some of the common attributes and functionality of the subclasses. The subclasses are ValueAnimator, which is the core timing engine of the system and which well see in the next section, and AnimatorSet, which is used to choreograph multiple animators together into a single animation. You do not use Animator directly, but some of the methods and properties of the subclasses are exposed at this superclass level, like the duration, startDelay and listener functionality.

The listeners tend to be important, because sometimes you want to key some action off of the end of an animation, such as removing a view after an animation fading it out is done. To listen for animator lifecycle events, implement the AnimatorListener interface and add your listener to the Animator in question. For example, to perform an action when the animator ends, you could do this:

    anim.addListener(new Animator.AnimatorListener() {
public void onAnimationStart(Animator animation) {}
public void onAnimationEnd(Animator animation) {
// do something when the animation is done
}
public void onAnimationCancel(Animator animation) {}
public void onAnimationRepeat(Animator animation) {}
});

As a convenience, there is an adapter class, AnimatorListenerAdapter, that stubs out these methods so that you only need to override the one(s) that you care about:


anim.addListener(new AnimatorListenerAdapter() {
public void onAnimationEnd(Animator animation) {
// do something when the animation is done
}
});

ValueAnimator

ValueAnimator is the main workhorse of the entire system. It runs the internal timing loop that causes all of a processs animations to calculate and set values and has all of the core functionality that allows it to do this, including the timing details of each animation, information about whether an animation repeats, listeners that receive update events, and the capability of evaluating different types of values (see TypeEvaluator for more on this). There are two pieces to animating properties: calculating the animated values and setting those values on the object and property in question. ValueAnimator takes care of the first part; calculating the values. The ObjectAnimator class, which well see next, is responsible for setting those values on target objects.

Most of the time, you will want to use ObjectAnimator, because it makes the whole process of animating values on target objects much easier. But sometimes you may want to use ValueAnimator directly. For example, the object you want to animate may not expose setter functions necessary for the property animation system to work. Or perhaps you want to run a single animation and set several properties from that one animated value. Or maybe you just want a simple timing mechanism. Whatever the case, using ValueAnimator is easy; you just set it up with the animation properties and values that you want and start it. For example, to animate values between 0 and 1 over a half-second, you could do this:

    ValueAnimator anim = ValueAnimator.ofFloat(0f, 1f);
anim.setDuration(500);
anim.start();

But animations are a bit like the tree in the forest philosophy question ("If a tree falls in the forest and nobody is there to hear it, does it make a sound?"). If you dont actually do anything with the values, does the animation run? Unlike the tree question, this one has an answer: of course it runs. But if youre not doing anything with the values, it might as well not be running. If you started it, chances are you want to do something with the values that it calculates along the way. So you add a listener to it, to listen for updates at each frame. And when you get the callback, you call getAnimatedValue(), which returns an Object, to find out what the current value is.

    anim.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
public void onAnimationUpdate(ValueAnimator animation) {
Float value = (Float) animation.getAnimatedValue();
// do something with value...
}
});

Of course, you dont necessarily always want to animate float values. Maybe you need to animate something thats an integer instead:

    ValueAnimator anim = ValueAnimator.ofInt(0, 100);

or in XML:

    <animator xmlns:android="http://schemas.android.com/apk/res/android"
android:valueFrom="0"
android:valueTo="100"
android:valueType="intType"/>

In fact, maybe you need to animate something entirely different, like a Point, or a Rect, or some custom data structure of your own. The only types that the animation system understands by default are float and int, but that doesnt mean that youre stuck with those two types. You can to use the Object version of the factory method, along with a TypeEvaluator (explained later), to tell the system how to calculate animated values for this unknown type:

    Point p0 = new Point(0, 0);
Point p1 = new Point(100, 200);
ValueAnimator anim = ValueAnimator.ofObject(pointEvaluator, p0, p1);

There are other animation attributes that you can set on a ValueAnimator besides duration, including:

  • setStartDelay(long): This property controls how long the animation waits after a call to start() before it starts playing.
  • setRepeatCount(int) and setRepeatMode(int): These functions control how many times the animation repeats and whether it repeats in a loop or reverses direction each time.
  • setInterpolator(TimeInterpolator): This object controls the timing behavior of the animation. By default, animations accelerate into and decelerate out of the motion, but you can change that behavior by setting a different interpolator. This function acts just like the one of the same name in the previous Animation class; its just that the type of the parameter (TimeInterpolator) is different from that of the previous version (Interpolator). But the TimeInterpolator interface is just a super-interface of the existing Interpolator interface in the android.view.animation package, so you can use any of the existing Interpolator implementations, like Bounce, as arguments to this function on ValueAnimator.

ObjectAnimator

ObjectAnimator is probably the main class that you will use in the new animation system. You use it to construct animations with the timing and values that ValueAnimator takes, and also give it a target object and property name to animate. It then quietly animates the value and sets those animated values on the specified object/property. For example, to fade out some object myObject, we could animate the alpha property like this:

    ObjectAnimator.ofFloat(myObject, "alpha", 0f).start();

Note, in this example, a special feature that you can use to make your animations more succinct; you can tell it the value to animate to, and it will use the current value of the property as the starting value. In this case, the animation will start from whatever value alpha has now and will end up at 0.

You could create the same thing in an XML resource as follows:

    <objectAnimator xmlns:android="http://schemas.android.com/apk/res/android"
android:valueTo="0"
android:propertyName="alpha"/>

Note, in the XML version, that you cannot set the target object; this must be done in code after the resource is loaded:

    ObjectAnimator anim = AnimatorInflator.loadAnimator(context, resID);
anim.setTarget(myObject);
anim.start();

There is a hidden assumption here about properties and getter/setter functions that you have to understand before using ObjectAnimator: you must have a public "set" function on your object that corresponds to the property name and takes the appropriate type. Also, if you use only one value, as in the example above, your are asking the animation system to derive the starting value from the object, so you must also have a public "get" function which returns the appropriate type. For example, the class of myObject in the code above must have these two public functions in order for the animation to succeed:

    public void setAlpha(float value);
public float getAlpha();

So by passing in a target object of some type and the name of some property foo supposedly on that object, you are implicitly declaring a contract that that object has at least a setFoo() function and possibly also a getFoo() function, both of which handle the type used in the animation declaration. If all of this is true, then the animation will be able to find those setter/getter functions on the object and set values during the animation. If the functions do not exist, then the animation will fail at runtime, since it will be unable to locate the functions it needs. (Note to users of ProGuard, or other code-stripping utilities: If your setter/getter functions are not used anywhere else in the code, make sure you tell the utility to leave the functions there, because otherwise they may get stripped out. The binding during animation creation is very loose and these utilities have no way of knowing that these functions will be required at runtime.)

View properties

The observant reader, or at least the ones that have not yet browsed on to some other article, may have pinpointed a flaw in the system thus far. If the new animation framework revolves around animating properties, and if animations will be used to animate, to a large extent, View objects, then how can they be used against the View class, which exposes none of its properties through set/get functions?

Excellent question: you get to advance to the bonus round and keep reading.

The way it works is that we added new properties to the View class in Honeycomb. The old animation system transformed and faded View objects by just changing the way that they were drawn. This was actually functionality handled in the container of each View, because the View itself had no transform properties to manipulate. But now it does: weve added several properties to View to make it possible to animate Views directly, allowing you to not only transform the way a View looks, but to transform its actual location and orientation. Here are the new properties in View that you can set, get and animate directly:

  • translationX and translationY: These properties control where the View is located as a delta from its left and top coordinates which are set by its layout container. You can run a move animation on a button by animating these, like this: ObjectAnimator.ofFloat(view, "translationX", 0f, 100f);.
  • rotation, rotationX, and rotationY: These properties control the rotation in 2D (rotation) and 3D around the pivot point.
  • scaleX and scaleY: These properties control the 2D scaling of a View around its pivot point.
  • pivotX and pivotY: These properties control the location of the pivot point, around which the rotation and scaling transforms occur. By default, the pivot point is centered at the center of the object.
  • x and y: These are simple utility properties to describe the final location of the View in its container, as a sum of the left/top and translationX/translationY values.
  • alpha: This is my personal favorite property. No longer is it necessary to fade out an object by changing a value on its transform (a process which just didnt seem right). Instead, there is an actual alpha value on the View itself. This value is 1 (opaque) by default, with a value of 0 representing full transparency (i.e., it wont be visible). To fade a View out, you can do this: ObjectAnimator.ofFloat(view, "alpha", 0f);

Note that all of the "properties" described above are actually available in the form of set/get functions (e.g., setRotation() and getRotation() for the rotation property). This makes them both possible to access from the animation system and (probably more importantly) likely to do the right thing when changed. That is, you dont want to scale an object and have it just sit there because the system didnt know that it needed to redraw the object in its new orientation; each of the setter functions takes care to run the appropriate invalidation step to make the rendering work correctly.

AnimatorSet

This class, like the previous AnimationSet, exists to make it easier to choreograph multiple animations. Suppose you want several animations running in tandem, like you want to fade out several views, then slide in other ones while fading them in. You could do all of this with separate animations and either manually starting the animations at the right times or with startDelays set on the various delayed animations. Or you could use AnimatorSet to do all of that for you. AnimatorSet allows you to animations that play together, playTogether(Animator...), animations that play one after the other, playSequentially(Animator...), or you can organically build up a set of animations that play together, sequentially, or with specified delays by calling the functions in the AnimatorSet.Builder class, with(), before(), and after(). For example, to fade out v1 and then slide in v2 while fading it, you could do something like this:

    ObjectAnimator fadeOut = ObjectAnimator.ofFloat(v1, "alpha", 0f);
ObjectAnimator mover = ObjectAnimator.ofFloat(v2, "translationX", -500f, 0f);
ObjectAnimator fadeIn = ObjectAnimator.ofFloat(v2, "alpha", 0f, 1f);
AnimatorSet animSet = new AnimatorSet().play(mover).with(fadeIn).after(fadeOut);;
animSet.start();

Like ValueAnimator and ObjectAnimator, you can create AnimatorSet objects in XML resources as well.

TypeEvaluator

I wanted to talk about just one more thing, and then Ill leave you alone to explore the code and play with the API demos. The last class I wanted to mention is TypeEvaluator. You may not use this class directly for most of your animations, but you should that its there in case you need it. As I said earlier, the system knows how to animate float and int values, but otherwise it needs some help knowing how to interpolate between the values you give it. For example, if you want to animate between the Point values in one of the examples above, how is the system supposed to know how to interpolate the values between the start and end points? Heres the answer: you tell it how to interpolate, using TypeEvaluator.

TypeEvaluator is a simple interface that you implement that the system calls on each frame to help it calculate an animated value. It takes a floating point value which represents the current elapsed fraction of the animation and the start and end values that you supplied when you created the animation and it returns the interpolated value between those two values at that fraction. For example, heres the built-in FloatEvaluator class used to calculate animated floating point values:

    public class FloatEvaluator implements TypeEvaluator {
public Object evaluate(float fraction, Object startValue, Object endValue) {
float startFloat = ((Number) startValue).floatValue();
return startFloat + fraction * (((Number) endValue).floatValue() - startFloat);
}
}

But how does it work with a more complex type? For an example of that, here is an implementation of an evaluator for the Point class, from our earlier example:

    public class PointEvaluator implements TypeEvaluator {
public Object evaluate(float fraction, Object startValue, Object endValue) {
Point startPoint = (Point) startValue;
Point endPoint = (Point) endValue;
return new Point(startPoint.x + fraction * (endPoint.x - startPoint.x),
startPoint.y + fraction * (endPoint.y - startPoint.y));
}
}

Basically, this evaluator (and probably any evaluator you would write) is just doing a simple linear interpolation between two values. In this case, each value consists of two sub-values, so it is linearly interpolating between each of those.

You tell the animation system to use your evaluator by either calling the setEvaluator() method on ValueAnimator or by supplying it as an argument in the Object version of the factory method. To continue our earlier example animating Point values, you could use our new PointEvaluator class above to complete that code:

    Point p0 = new Point(0, 0);
Point p1 = new Point(100, 200);
ValueAnimator anim = ValueAnimator.ofObject(new PointEvaluator(), p0, p1);

One of the ways that you might use this interface is through the ArgbEvaluator implementation, which is included in the Android SDK. If you animate a color property, you will probably either use this evaluator automatically (which is the case if you create an animator in an XML resource and supply colors as values) or you can set it manually on the animator as described in the previous section.

But Wait, Theres More!

Theres so much more to the new animation system that I havent gotten to. Theres the repetition functionality, the listeners for animation lifecycle events, the ability to supply multiple values to the factory methods to get animations between more than just two endpoints, the ability to use the Keyframe class to specify a more complex time/value sequence, the use of PropertyValuesHolder to specify multiple properties to animate in parallel, the LayoutTransition class for automating simple layout animations, and so many other things. But I really have to stop writing soon and get back to working on the code. Ill try to post more articles in the future on some of these items, but also keep an eye on my blog at graphics-geek.blogspot.com for upcoming articles, tutorials, and videos on this and related topics. Until then, check out the API demos, read the overview of Property Animation posted with the 3.0 SDK, dive into the code, and just play with it.

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Android Developers Have Risen to the Challenge

Im thrilled to share the news that developers from over 70 countries submitted 1,788 entries to the Android Developer Challenge!

Here are a few facts that I thought were interesting. When we announced the Android Developer Challenge back in January, developers started submitting entries right away but it wasnt until the April 14 deadline approached that the flood really began. The rate of submissions spiked in the wee hours of Tuesday morning, reaching as high as 170+ submissions per hour.

What I find truly amazing is how global the interest in the challenge has been. Developers from the United States submitted one-third of the total applications while the rest came from countries such as Germany, Japan, China, India, Canada, France, UK, and many others. The entries are also very diverse representing many application areas, from games to social-networking applications, to utilities, to productivity and developer tools, and many more. On behalf of the Open Handset Alliance, I want to thank everyone who has submitted entries to the challenge. We look forward to reviewing all of them.

Now that the applications are in, over 100 judges will soon receive judging packets and laptops that weve preloaded with all the submissions, for a consistent, fair environment to judge the submissions. The majority of the judges are from member companies of the Open Handset Alliance, in addition to non-alliance mobile industry experts who have all graciously volunteered their time. Id like to thank these judges too for all the time they will be putting into this.

In May, well be informing the 50 Semi-finalists who will be awarded $25,000 each. Until then, the team and I will have our hands full.

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Tuesday, July 1, 2014

Earlier this week, we released a beta of the Android SDK. In the accompanying post, I mentioned that we had to remove some APIs from the platform for Android 1.0, and as a result they dont appear in the 0.9 beta SDK, and wont appear in 1.0-compatible SDKs. Today, I want to take a few minutes to explain why.


GTalkService


We were all really excited when the "XMPPService" (as it was called, at first) was included in the first early-look SDK. Once we brought in our security review team to examine Android, however, they soon realized that, as exciting as it is, the GTalkService has some fundamental security problems. Rich Cannings is one of our security researchers, and heres his explanation of the issues:


When I first read about GTalkService, I was both excited and scared. As a developer, I was interested in a feature that provided a simple interface to send messages between two Google Talk friends. The messages would appear on the receiving device as a standard Intent that was easy to handle. How simple and beautiful is that? Unfortunately, when I put my tin foil hat on, I recognized that things are a little more complicated than that.


We decided to postpone GTalkServices data-messaging functionality for the following reasons:


  1. "Repurposing" Google Talk Friends


    Google Talk friends are intended for a different purpose than that envisioned by the GTalkService. Your Google Talk friends can contact you at any time via IM. They can see your email address and often can see your real name. However, the idea of a Google Talk friend does not always line up with the types of people who may want to interact with via an Android application.


    For example, imagine a really cool mobile Massively Multiplayer Online Roleplaying Game using GTalkService. You would have to add all the players to your Google Talk friends list in order to play with them. Next time you log in to Google Talk from your desktop or on the web, you would notice that you have many new "friends". You may not want to chat with these friends -- and perhaps worse, you may not want them to know what your real name or email is.


    We do realize that Android users will want to interact with other Android users anonymously and for short periods of time, especially in gaming scenarios. Unfortunately, it turns out that using Instant Messaging is not really a good way to do that.


  2. Verifying Remote Intent Senders


    Intents were designed to send messages within the device. The Intent subsystem can conclusively determine who sent Intents only when the Intents originate from the same device that services the Intent. When Intents come from other devices, the Intent subsystem cannot determine what application sent the Intent.


    This can lead to a variety of problems. At first, remote applications could send arbitrary Intents, meaning that your Google Talk friends had almost the same control of your device as you did. Even once that issue was resolved, we recognized that we could not trust the identity of the application who sent the request. We could only trust the identity of the user. So a "bad" application on your friends device could send a message to a "good" application on your device which would negatively affect the good application.


    In the end, we determined that the Intent system, as designed for local use, did not lend itself well to being the vehicle for a Remote Procedure Call (RPC).

  3. Placing Too Much Security Burden on Developers


    As originally designed, the GTalkService placed a significant burden on the application developer to avoid security flaws and perform user and relationship management. An Android application using GTalkService would be reachable from all of the users Google Talk friends, and a flaw in that application could pose an inviting target to a malicious "friend" or automated malware. There are automated mechanisms that could be used to help protect vulnerable applications or stop the spread of malware, but the deployment of these technologies was not possible in time for the launch of the first Android handsets.



Although we would have loved to ship this service, in the end, the Android team decided to pull the API instead of exposing users to risk and breaking compatibility with a future, more secure version of the feature. We think its obvious that this kind of functionality would be incredibly useful, and would open lots of new doors for developers. One of our top priorities after the first devices ship is to develop a device-to-device (and possibly device-to-server) RPC mechanism that is fast, reliable, and protective of developers and users alike.


As a final note, I want to point out that since the GTalkService was always a Google "value-added" service anyway, it was never guaranteed that it would be present on every Android device. That is, GTalkService was never part of core Android. As a result this change actually allows us the potential to build a new system that is part of the core of a future version of Android.


Bluetooth API


The 1.0 version of Android and the first devices will include support for Bluetooth; for instance, Android will support Bluetooth headsets. In the early-look SDKs, there was an incomplete draft of an API that exposed Bluetooth functionality to developers. Unfortunately we had to remove that API from the 1.0 release. To get the skinny on why, I contacted Nick Pelly, one of the Android engineers responsible for that functionality. Heres the story on Bluetooth, in Nicks words:


The reason is that we plain ran out of time. The Android Bluetooth API was pretty far along, but needs some clean-up before we can commit to it for the SDK. Keep in mind that putting it in the 1.0 SDK would have locked us into that API for years to come.


Heres an example of the problems in the API. Client code is required to pass around IBluetoothDeviceCallback objects in order to receive asynchronous callbacks, but IBluetoothDeviceCallback is meant to be an internal interface. That client code would break the moment we added new callbacks to IBluetoothDeviceCallback.aidl. This is not a recipe for future-proof apps.


To make things even more tricky, the recent introduction of the bluez 4.x series brings its own new API. The Android Bluetooth stack uses bluez for GAP and SDP so youll see more than a passing resemblance to bluezs interfaces in Android. The bluez 4.x change requires us to carefully consider how to structure our API for the future. Again, remember that once we settle on an interface we need to support it for years going forward.


Rather than ship a broken API that we knew was going to change a lot, we chose not to include it. We absolutely intend to support a Bluetooth API in a future release, although we dont know exactly when that will be. This should include some tasty features, such as:


  • Bindings to GAP and SDP functionality.

  • Access to RFCOMM and SCO sockets.

  • Potentially, L2CAP socket support from Java. (This one is under consideration.)

  • An API to our headset and handsfree profiles.

On a personal note, Nick adds, "I would love nothing more than to start seeing some neat third-party applications and games over Bluetooth. In my opinion, Bluetooth is completely under-utilized on most mobile platforms and Im excited to someday see what the developer community can do with Android."


Im definitely bummed about these API removals. I was particularly looking forward to the P2P capabilities offered by GTalkService, but, as always, user security and privacy must come first. In all these cases, well work with the developer community to create some great APIs that balance these concerns.

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Securing Android LVL Applications


[This post is by Trevor Johns, whos a Developer Programs Engineer working on Android. — Tim Bray]

The Android Market licensing service is a powerful tool for protecting your applications against unauthorized use. The License Verification Library (LVL) is a key component. A determined attacker who’s willing to disassemble and reassemble code can eventually hack around the service; but application developers can make the hackers’ task immensely more difficult, to the point where it may simply not be worth their time.

Out of the box, the LVL protects against casual piracy; users who try to copy APKs directly from one device to another without purchasing the application. Here are some techniques to make things hard, even for technically skilled attackers who attempt to decompile your application and remove or disable LVL-related code.

  • You can obfuscate your application to make it difficult to reverse-engineer.

  • You can modify the licensing library itself to make it difficult to apply common cracking techniques.

  • You can make your application tamper-resistant.

  • You can offload license validation to a trusted server.

This can and should be done differently by each app developer. A guiding principle in the design of the licensing service is that attackers must be forced to crack each application individually, and unfortunately no client-side code can be made 100% secure. As a result, we depend on developers introducing additional complexity and heterogeneity into the license check code — something which requires human ingenuity and and a detailed knowledge of the application the license library is being integrated into.

Technique: Code Obfuscation

The first line of defense in your application should be code obfuscation. Code obfuscation will not protect against automated attacks, and it doesn’t alter the flow of your program. However, it does make it more difficult for attackers to write the initial attack for an application, by removing symbols that would quickly reveal the original structure of a compiled application. As such, we strongly recommend using code obfuscation in all LVL installations.

To understand what an obfuscator does, consider the build process for your application: Your application is compiled and converted into .dex files and packaged in an APK for distribution on devices. The bytecode contains references to the original code — packages, classes, methods, and fields all retain their original (human readable) names in the compiled code. Attackers use this information to help reverse-engineer your program, and ultimately disable the license check.

Obfuscators replace these names with short, machine generated alternatives. Rather than seeing a call to dontAllow(), an attacker would see a call to a(). This makes it more difficult to intuit the purpose of these functions without access to the original source code.

There are a number of commercial and open-source obfuscators available for Java that will work with Android. We have had good experience with ProGuard, but we encourage you to explore a range of obfuscators to find the solution that works best for you.

We will be publishing a separate article soon that provides detailed advice on working with ProGuard. Until then, please refer to the ProGuard documentation.

Technique: Modifying the license library

The second line of defense against attack from crackers is to modify the license verification library in such a way that it’s difficult for an attacker to modify the disassembled code and get a positive license check as result.

This actually provides protection against two different types of attack: it protects against attackers trying to crack your application, but it also prevents attacks designed to target other applications (or even the stock LVL distribution itself) from being easily ported over to your application. The goal should be to both increase the complexity of your application’s bytecode and make your application’s LVL implementation unique.

When modifying the license library, there are three areas that you will want to focus on:

  • The core licensing library logic.

  • The entry/exit points of the licensing library.

  • How your application invokes the licensing library and handles the license response.

In the case of the core licensing library, you’ll primarily want to focus on two classes which comprise the core of the LVL logic: LicenseChecker and LicenseValidator.

Quite simply, your goal is to modify these two classes as much as possible, in any way possible, while still retaining the original function of the application. Here are some ideas to get you started, but you’re encouraged to be creative:

  • Replace switch statements with if statements.

  • Use XOR or hash functions to derive new values for any constants used and check for those instead.

  • Remove unused code. For instance, if you’re sure you won’t need swappable policies, remove the Policy interface and implement the policy verification inline with the rest of LicenseValidator.

  • Move the entirety of the LVL into your own application’s package.

  • Spawn additional threads to handle different parts of license validation.

  • Replace functions with inline code where possible.

For example, consider the following function from LicenseValidator:

public void verify(PublicKey publicKey, int responseCode, String signedData, String signature) {
// ... Response validation code omitted for brevity ...
switch (responseCode) {
// In Java bytecode, LICENSED will be converted to the constant 0x0
case LICENSED:
case LICENSED_OLD_KEY:
LicenseResponse limiterResponse = mDeviceLimiter.isDeviceAllowed(userId);
handleResponse(limiterResponse, data);
break;
// NOT_LICENSED will be converted to the constant 0x1
case NOT_LICENSED:
handleResponse(LicenseResponse.NOT_LICENSED, data);
break;
// ... Extra response codes also removed for brevity ...
}

In this example, an attacker might try to swap the code belonging to the LICENSED and NOT_LICENSED cases, so that an unlicensed user will be treated as licensed. The integer values for LICENSED (0x0) and NOT_LICENSED (0x1) will be known to an attacker by studying the LVL source, so even obfuscation makes it very easy to locate where this check is performed in your application’s bytecode.

To make this more difficult, consider the following modification:

public void verify(PublicKey publicKey, int responseCode, String signedData, String signature) {
// ... Response validation code omitted for brevity …

// Compute a derivative version of the response code
// Ideally, this should be placed as far from the responseCode switch as possible,
// to prevent attackers from noticing the call to the CRC32 library, which would be
// a strong hint as to what were done here. If you can add additional transformations
// elsewhere in before this value is used, thats even better.
java.util.zip.CRC32 crc32 = new java.util.zip.CRC32();
crc32.update(responseCode);
int transformedResponseCode = crc32.getValue();

// ... put unrelated application code here ...
// crc32(LICENSED) == 3523407757
if (transformedResponse == 3523407757) {
LicenseResponse limiterResponse = mDeviceLimiter.isDeviceAllowed(userId);
handleResponse(limiterResponse, data);
}
// ... put unrelated application code here ...
// crc32(LICENSED_OLD_KEY) == 1007455905
if (transformedResponseCode == 1007455905) {
LicenseResponse limiterResponse = mDeviceLimiter.isDeviceAllowed(userId);
handleResponse(limiterResponse, data);
}
// ... put unrelated application code here ...
// crc32(NOT_LICENSED) == 2768625435
if (transformedResponseCode == 2768625435):
userIsntLicensed();
}
}

In this example, we’ve added additional code to transform the license response code into a different value. We’ve also removed the switch block, allowing us to inject unrelated application code between the three license response checks. (Remember: The goal is to make your application’s LVL implementation unique. Do not copy the code above verbatim — come up with your own approach.)

For the entry/exit points, be aware that attackers may try to write a counterfeit version of the LVL that implements the same public interface, then try to swap out the relevant classes in your application. To prevent this, consider adding additional arguments to the LicenseChecker constructor, as well as allow() and dontAllow() in the LicenseCheckerCallback. For example, you could pass in a nonce (a unique value) to LicenseChecker that must also be present when calling allow().

Note: Renaming allow() and dontAllow() won’t make a difference, assuming that you’re using an obfuscator. The obfuscator will automatically rename these functions for you.

Be aware that attackers might try and attack the calls in your application to the LVL. For example, if you display a dialogue on license failure with an “Exit” button, consider what would happen if an attacker were to comment out the line of code that displayed that window. If the user never pushes the “Exit” button in the dialog (which is no not being displayed) will your application still terminate? To prevent this, consider invoking a different Activity to handle informing a user that their license is invalid, and immediately terminating the original Activity; add additional finish() statements to other parts of your code that get will get executed in case the original one gets disabled; or set a timer that will cause your application to be terminated after a timeout. It’s also a good idea to defer the license check until your application has been running a few minutes, since attackers will be expecting the license check to occur during your application’s launch.

Finally, be aware that certain methods cannot be obfuscated, even when using a tool such as ProGuard. As a key example, onCreate() cannot be renamed, since it needs to remain callable by the Android system. Avoid putting license check code in these methods, since attackers will be looking for the LVL there.

Technique: Make your application tamper-resistant

In order for an attacker to remove the LVL from your code, they have to modify your code. Unless done precisely, this can be detected by your code. There are a few approaches you can use here.

The most obvious mechanism is to use a lightweight hash function, such as CRC32, and build a hash of your application’s code. You can then compare this checksum with a known good value. You can find the path of your application’s files by calling context.GetApplicationInfo() — just be sure not to compute a checksum of the file that contains your checksum! (Consider storing this information on a third-party server.)

[In a late edit, we removed a suggestion that you use a check that relies on GetInstallerPackageName when our of our senior engineers pointed out that this is undocumented, unsupported, and only happens to work by accident. –Tim]

Also, you can check to see if your application is debuggable. If your application tries to keep itself from performing normally if the debug flag is set, it may be harder for an attacker to compromise:

boolean isDebuggable =  ( 0 != ( getApplcationInfo().flags &= ApplicationInfo.FLAG_DEBUGGABLE ) );

Technique: Offload license validation to a trusted server

If your application has an online component, a very powerful technique to prevent piracy is to send a copy of the license server response, contained inside the ResponseData class, along with its signature, to your online server. Your server can then verify that the user is licensed, and if not refuse to serve any online content.

Since the license response is cryptographically signed, your server can check to make sure that the license response hasn’t been tampered with by using the public RSA key stored in the Android Market publisher console.

When performing the server-side validation, you will want to check all of the following:

  • That the response signature is valid.

  • That the license service returned a LICENSED response.

  • That the package name and version code match the correct application.

  • That the license response has not expired (check the VT license response extra).

  • You should also log the userId field to ensure that a cracked application isn’t replaying a license response from another licensed user. (This would be visible by an abnormally high number of license checks coming from a single userId.)

To see how to properly verify a license response, look at LicenseValidator.verify().

As long as the license check is entirely handled within server-code (and your server itself is secure), it’s worth nothing that even an expert cracker cannot circumvent this mechanism. This is because your server is a trusted computing environment.

Remember that any code running on a computer under the user’s control (including their Android device) is untrusted. If you choose to inform the user that the server-side license validation has failed, this must only be done in an advisory capacity. You must still make sure that your server refuses to serve any content to an unlicensed user.

Conclusion

In summary, remember that your goal as an application developer is to make your application’s LVL implementation unique, difficult to trace when decompiled, and resistant to any changes that might be introduced. Realize that this might involve modifying your code in ways that seem counter-intuitive from a traditional software engineering viewpoint, such as removing functions and hiding license check routines inside unrelated code.

For added protection, consider moving the license check to a trusted server, where attackers will be unable to modify the license check code. While it’s impossible to write 100% secure validation code on client devices, this is attainable on a machine under your control.

And above all else, be creative. You have the advantage in that you have access to a fully annotated copy of your source code — attackers will be working with uncommented bytecode. Use this to your advantage.

Remember that, assuming you’ve followed the guidelines here, attackers will need to crack each new version of your application. Add new features and release often, and consider modifying your LVL implementation with each release to create additional work for attackers.

And above all else, listen to your users and keep them happy. The best defense against piracy isn’t technical, it’s emotional.

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Introducing Android Training

[This post is by Reto Meier, Android Developer Relations Tech Lead. — Tim Bray]

Today I’m thrilled to announce the beta launch of Android Training — a collection of classes that we hope will help you to build better Android apps.

From designing effective navigation, to managing audio playback, to optimizing battery life, these classes are designed to demonstrate best practices for solving common Android development problems.

Each class explains the steps required to solve a problem, or implement a feature, with plenty of code snippets and sample code for you to use within your own apps.

We’re starting small and this is just the beginning for Android Training. Over the coming months we will be increasing the number of classes available, as well as introducing over-arching courses and sample apps to further help your development experience.

Helping developers build great apps is what the Android Developer Relations team is all about, so we’re excited to see how you use these classes to make your apps even better.

We’d love to know what you think of these classes, and what classes you’d like to see next.

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