As we put the finishing touches on the Android O platform, today we're rolling out Developer Preview 4 to help you make sure your apps are ready.
This is the final preview before we launch the official Android O platform to consumers later this summer. Take this opportunity to wrap up your testing and publish your updates soon, to give users a smooth transition to Android O.
If you have a device that's enrolled in the Android Beta Program, you'll receive an update to Developer Preview 4 in the next few days. If you haven't enrolled your device yet, just visit the Android Beta site to enroll and get the update.
Watch for more information on the official Android O release soon!
Developer Preview 4 is a release candidate build of Android O that you can use to complete your development and testing in time for the upcoming official release. It includes the final system behaviors, the latest bug fixes and optimizations, and the final APIs (API level 26) already available since Developer Preview 3.
We're releasing the Developer Preview 4 device system images today, together with the stable version of the Android 26.0.0 Support Library. Incremental updates to the SDK, tools, and Android Emulator system images are on the way over the next few days.
We're also introducing a new version of Android Testing Support Library that includes new features like Android Test Orchestrator, Multiprocess Espresso, and more. Watch for details coming soon.
Today's Developer Preview 4 system images give you an excellent way to test your current apps on the near-final version of Android O. By testing now, you can make sure your app offers the experience you want as users start to upgrade to the official Android O platform.
Just enroll a supported device in the Android Beta Program to get today's update over-the-air, install your current app from Google Play, and test the user flows. The app should run and look great, and should handle the Android O behavior changes properly -- in particular, pay attention to background location limits, notification channels, and changes in networking, security, and identifiers.
Once you've resolved any issues, publish your app updates with the current targeting level, so that they're available as users start to receive Android O.
Users running the latest versions of Android are typically among the most active in terms of downloading apps, consuming content, and making purchases. They're also more vocal about support for the latest Android features in their favorite apps. With Android O, users are anticipating features like notification channels and dots, shortcut pinning, picture-in-picture, autofill, and others. These features could also help increase engagement with your app as more users upgrade to Android O over time.
Enhancing your apps with Android O features can help you drive engagement with users, offer new interactions, give them more control and security, and improve performance. Features like adaptive icons, downloadable fonts, and autosizing TextView can simplify your development and minimize your APK size. Battery is also a top concern for users, so they'll appreciate your app being optimized for background execution limits and other important changes in vital system behavior for O apps.
Visit the O Developer Preview site to learn about all of the new features and APIs and how to build them into your apps.
When you're ready to build for Android O, we recommend updating to the latest version of Android Studio 3.0, available for download from the canary channel. Aside from improved app performance profiling tools, support for the Kotlin programming language, and Gradle build optimizations, Android Studio 3.0 makes it easier to develop with Instant Apps, XML Fonts, Downloadable Fonts, and Adaptive Icons.
We also recommend updating to the stable version of the Android Support Library 26.0.0, available now from Google's Maven repository, and to the latest SDK, tools, and emulator system images, available over the next few days.
You can update your project's compileSdkVersion to API 26 to compile against the official Android O APIs. We also recommend updating your app's targetSdkVersion to API 26 to opt-in and test your app with Android O specific behavior changes. See the migration guide for details on how to setup your environment to build with Android O.
Google Play is open for apps compiled against or targeting API 26. When you're ready, you can publish your APK updates in your alpha, beta, or production channels.
Make sure that your updated app runs well on Android O as well as older versions. We recommend using Google Play's beta testing feature to get early feedback from a small group of users. Then do a staged rollout. We're looking forward to seeing your app updates!
It's simple to get Developer Preview 4 if you haven't already! Just visit android.com/beta and opt-in your eligible phone or tablet. As always, you can also download and flash this update manually. The O Developer Preview is available for Pixel, Pixel XL, Pixel C, Nexus 5X, Nexus 6P, Nexus Player, and the Android Emulator. Enrolled devices will automatically update when we release the official version of Android O.
Thanks for all of your input throughout the preview. Continue to share your feedback and requests, we love it!
Posted by Ian Lake, Developer Advocate
You may have heard the phrase ‘the best code is no code.’ While we don’t recommend not writing any code at all, the code you do write should be adding unique value to your app rather than replicating common boilerplate code. The Android Support Library is one of the best resources for accomplishing this by taking care of the little things for you.
The latest release of the Android Support Library is no different, adding a number of extremely helpful components and changes across the Support V4, AppCompat, Leanback, RecyclerView, Palette, and Renderscript libraries. From the new AppCompatActivity and AppCompatDialog to a new guided step flow for Android TV, there’s a lot to get excited about in this release.
AppCompatActivity
AppCompatDialog
The Support V4 library serves as the base of much of the Android Support Library and contains many of the classes focused on making backward compatibility much easier.
DrawableCompat now brings drawable tinting back to API 4: simply wrap your Drawable via DrawableCompat.wrap(Drawable) and setTint(), setTintList(), and setTintMode() will just work: no need to create and maintain separate drawables only to support multiple colors!
DrawableCompat.wrap(Drawable)
setTint()
setTintList()
setTintMode()
In addition, we’re making some of the internals of Palette available to all via the ColorUtils class, giving you pre-built tools to better work with colors. ColorUtils makes it easy to calculate the contrast ratio between colors, determine the minimum alpha value to maintain a minimum contrast (perfect for ensuring readable text), or convert colors to their HSL components.
Palette
ColorUtils
Interpolators are an important part of any animation system, controlling the rate of change in an animation (say accelerating, decelerating, etc). A number of interpolators were added in Lollipop to android.R.interpolator including fast_out_linear_in, fast_out_slow_in, and linear_out_slow_in: important parts of building authentic motion. These are now available via the Support Library via the FastOutLinearInInterpolator, FastOutSlowInInterpolator, and LinearOutSlowInInterpolator classes, making it possible to use these via code for all animations. In addition to those pre-built interpolators, we’ve also created PathInterpolatorCompat, allowing you to build quadratic and cubic Bezier curves as well.
android.R.interpolator
fast_out_linear_in
fast_out_slow_in
linear_out_slow_in
FastOutLinearInInterpolator
FastOutSlowInInterpolator
LinearOutSlowInInterpolator
PathInterpolatorCompat
This release also moves the Space widget from the GridLayout library into Support V4, making it available without requiring a separate dependency. The Space widget is a lightweight, invisible View that can be used to create gaps between components.
Space
The AppCompat Support Library started with humble, but important beginnings: a single consistent Action Bar for all API 7 and higher devices. In revision 21, it took on new responsibility: bringing material color palette, widget tinting, Toolbar support, and more to all API 7+ devices. With that, the name ActionBarActivity didn’t really cover the full scope of what it really did.
ActionBarActivity
In this release, ActionBarActivity has been deprecated in favor of the new AppCompatActivity. However, this wasn’t just a rename. In fact, the internal logic of AppCompat is now available via AppCompatDelegate - a class you can include in any Activity, hook up the appropriate lifecycle methods, and get the same consistent theming, color tinting, and more without requiring you to use AppCompatActivity (although that remains the easiest way to get started).
AppCompatDelegate
With the help of the new AppCompatDelegate, we’ve also added support for consistent, material design dialogs via the AppCompatDialog class. If you’ve used AlertDialog before, you’ll be happy to know there is also now a Support Library version in support.v7.app.AlertDialog, giving you the same API as well as all the benefits of AppCompatDialog.
AlertDialog
support.v7.app.AlertDialog
The ability to tint widgets automatically when using AppCompat is incredibly helpful in keeping strong branding and consistency throughout your app. This is done automatically when inflating layouts - replacing Button with AppCompatButton, TextView with AppCompatTextView, etc. to ensure that each could support tinting. In this release, those tint aware widgets are now publicly available, allowing you to keep tinting support even if you need to subclass one of the supported widgets.
Button
AppCompatButton
TextView
AppCompatTextView
AppCompatAutoCompleteTextView
AppCompatCheckBox
AppCompatCheckedTextView
AppCompatEditText
AppCompatMultiAutoCompleteTextView
AppCompatRadioButton
AppCompatRatingBar
AppCompatSpinner
Lollipop added the ability to overwrite the theme at a view by view level by using the android:theme XML attribute - incredibly useful for things such as dark action bars on light activities. Now, AppCompat allows you to use android:theme for Toolbars (deprecating the app:theme used previously) and, even better, brings android:theme support to all views on API 11+ devices.
android:theme
app:theme
If you’re just getting started with AppCompat, check out how easy it is to get started and bring a consistent design to all of your users:
With the Leanback library serving as the collection of best practices for Android TV apps, we’d be remiss to not make an even better 10’ experience as part of the release with the new guided step functionality.
This set of classes and themes can be used to build a multiple step process that looks great on Android TV. It is constructed from a guidance view on the left and a list of actions on the right. Each is customizable via themes with a parent of Theme.Leanback.GuidedStep or, if even more customization is needed, through custom a GuidanceStylist and GuidedActionsStylist.
Theme.Leanback.GuidedStep
GuidanceStylist
GuidedActionsStylist
You’ll also find a large number of bug fixes, performance improvements, and an extra coat of polish throughout the library - all with the goal of making the Leanback experience even better for users and developers alike.
Besides a healthy set of bug fixes, this release adds a new SortedList data structure. This collection makes it easy to maintain a sorted list of custom objects, correctly dispatching change events as the data changes through to RecyclerView.Adapter: maintaining the item added/deleted/moved/changed animations provided by RecyclerView.
SortedList
RecyclerView.Adapter:
In addition, SortedList also supports batching changes together, dispatching just a single set of operations to the Adapter, ensuring the best user experience when a large number of items change simultaneously.
If you’ve been using Palette to extract colors from images, you’ll be happy to know that it is now 6-8 times faster without sacrificing quality!
Palette now uses a Builder pattern for instantiation. Rather than directly calling Palette.generate(Bitmap) or their equivalents, you’ll use Palette.from(Bitmap) to retrieve a Palette.Builder. You can then optionally change the maximum number of colors to generate and set the maximum size of the image to run Palette against before calling generate() or generateAsync() to retrieve the color Swatches.
Palette.generate(Bitmap)
Palette.from(Bitmap)
Palette.Builder
generate()
generateAsync()
Renderscript gives you massive compute potential and the Support Library version makes a number of the pre-defined scripts, called script intrinsics, available to all API 8+ devices. This release improves reliability and performance across all devices with an improved detection algorithm in determining whether the native Renderscript functionality can be used - ensuring the fastest, most reliable implementation is always chosen. Two additional intrinsics are also added in this release: ScriptIntrinsicHistogram and ScriptIntrinsicResize, rounding out the collection to ten.
ScriptIntrinsicHistogram
ScriptIntrinsicResize
There’s no better time to get started with the Android Support Library. You can get started developing today by downloading the Android Support Library and Android Support Repository from the Android SDK Manager.
To learn more about the Android Support Library and the APIs available to you through it, visit the Support Library section on the Android Developer site.
[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"/>
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.
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:
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.
required=true
<uses-feature android:name="android.hardware.telephony" android:required="true"/>
For features that aren’t strictly required, set required=false.
required=false
<uses-feature android:name="android.hardware.bluetooth" android:required="false"/>
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);
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.
[This post is by Reto Meier AKA @retomeier, who wrote the book on Android App development. — Tim Bray]
As a developer, I’m excited by Android’s potential as a single development platform that can make my apps available on a wide range of devices. From smartphones to televisions, Android is now being used on an increasingly diverse collection of hardware.
Last year’s Android SDK 1.6 release was the first to introduce support for variations in device hardware, paving the way for devices like the HTC Tattoo — a small screen device with a non-autofocus camera. Future devices, like Google TV, may not include some of the hardware features that we now expect, such a accelerometers and telephony.
We all want our apps available on as many devices as possible, but on some hardware they might just not make sense, so it’s important that apps are available only on the devices where they do.
As curators of the Android Market, one of our most important responsibilities is ensuring consumers and developers can trust the Market to only deliver applications to devices capable of running them.
The Android SDK includes built-in support for specifying which hardware features your application needs, ensuring that when we see more hardware variations, the Market will make sure your apps are available everywhere (and only where) they make sense.
That includes the target and minimum SDK versions, supported screen sizes, and the required hardware features without which your app will “break”. You can specify the hardware features your app requires by adding a uses-feature node to your manifest.
<uses-feature android:name="android.hardware.microphone" />
By updating your manifest now to include all the hardware features you require, you effectively opt out of future hardware that won’t be capable of properly supporting your app.
In extreme cases — such as the introduction of small screen sizes in Android 1.6 — developers will be required to explicitly opt in their apps before they will be made visible in the Market on these new devices.
In other cases the Android Market will analyze the permissions requested by an app to determine if it implies a dependence on any particular hardware. For example, requiring the CALL_PHONE permission strongly implies the need for telephony hardware.
Until we provide a more convenient tool, you can use AAPT in the SDK to analyze your apps (2.2 SDK required) and see which device requirements are being implicitly added to your application:
aapt dump badging myApp.apk
Where your app uses a particular hardware feature, but you know (and have tested) that it will still work without it, you can specify it as optional by setting the required attribute to false.
<uses-feature android:name="android.hardware.telephony" android:required="false" />
With the uses-feature name strings now available, you can ensure right now that your app appears in the Market, where appropriate, on current and future hardware devices rather than waiting for the devices to be released.
It's in your interest as a developer to ensure your apps work well, and are available, on as many devices as possible and appropriate. Now is the time to test your applications and update your Manifest to opt in to all hardware configurations which you support, and opt out of those that don’t make sense.
Android 1.5 introduced a number of new features that application developers can take advantage of, like virtual input devices and speech recognition. As a developer, you need to be aware of backward compatibility issues on older devices—do you want to allow your application to run on all devices, or just those running newer software? In some cases it will be useful to employ the newer APIs on devices that support them, while continuing to support older devices.
If the use of a new API is integral to the program—perhaps you need to record video—you should add a manifest entry to ensure your app won't be installed on older devices. For example, if you require APIs added in 1.5, you would specify 3 as the minimum SDK version:
<manifest> ... <uses-sdk android:minSdkVersion="3" /> ... </manifest>
If you want to add a useful but non-essential feature, such as popping up an on-screen keyboard even when a hardware keyboard is available, you can write your program in a way that allows it to use the newer features without failing on older devices.
Suppose there's a simple new call you want to use, like android.os.Debug.dumpHprofData(String filename). The android.os.Debug class has existed since the first SDK, but the method is new in 1.5. If you try to call it directly, your app will fail to run on older devices.
android.os.Debug.dumpHprofData(String filename)
android.os.Debug
The simplest way to call the method is through reflection. This requires doing a one-time lookup and caching the result in a Method object. Using the method is a matter of calling Method.invoke and un-boxing the result. Consider the following:
Method
Method.invoke
public class Reflect { private static Method mDebug_dumpHprofData; static { initCompatibility(); }; private static void initCompatibility() { try { mDebug_dumpHprofData = Debug.class.getMethod( "dumpHprofData", new Class[] { String.class } ); /* success, this is a newer device */ } catch (NoSuchMethodException nsme) { /* failure, must be older device */ } } private static void dumpHprofData(String fileName) throws IOException { try { mDebug_dumpHprofData.invoke(null, fileName); } catch (InvocationTargetException ite) { /* unpack original exception when possible */ Throwable cause = ite.getCause(); if (cause instanceof IOException) { throw (IOException) cause; } else if (cause instanceof RuntimeException) { throw (RuntimeException) cause; } else if (cause instanceof Error) { throw (Error) cause; } else { /* unexpected checked exception; wrap and re-throw */ throw new RuntimeException(ite); } } catch (IllegalAccessException ie) { System.err.println("unexpected " + ie); } } public void fiddle() { if (mDebug_dumpHprofData != null) { /* feature is supported */ try { dumpHprofData("/sdcard/dump.hprof"); } catch (IOException ie) { System.err.println("dump failed!"); } } else { /* feature not supported, do something else */ System.out.println("dump not supported"); } } }
This uses a static initializer to call initCompatibility, which does the method lookup. If that succeeds, it uses a private method with the same semantics as the original (arguments, return value, checked exceptions) to do the call. The return value (if it had one) and exception are unpacked and returned in a way that mimics the original. The fiddle method demonstrates how the application logic would choose to call the new API or do something different based on the presence of the new method.
initCompatibility
fiddle
For each additional method you want to call, you would add an additional private Method field, field initializer, and call wrapper to the class.
This approach becomes a bit more complex when the method is declared in a previously undefined class. It's also much slower to call Method.invoke() than it is to call the method directly. These issues can be mitigated by using a wrapper class.
Method.invoke()
The idea is to create a class that wraps all of the new APIs exposed by a new or existing class. Each method in the wrapper class just calls through to the corresponding real method and returns the same result.
If the target class and method exist, you get the same behavior you would get by calling the class directly, with a small amount of overhead from the additional method call. If the target class or method doesn't exist, the initialization of the wrapper class fails, and your application knows that it should avoid using the newer calls.
Suppose this new class were added:
public class NewClass { private static int mDiv = 1; private int mMult; public static void setGlobalDiv(int div) { mDiv = div; } public NewClass(int mult) { mMult = mult; } public int doStuff(int val) { return (val * mMult) / mDiv; } }
We would create a wrapper class for it:
class WrapNewClass { private NewClass mInstance; /* class initialization fails when this throws an exception */ static { try { Class.forName("NewClass"); } catch (Exception ex) { throw new RuntimeException(ex); } } /* calling here forces class initialization */ public static void checkAvailable() {} public static void setGlobalDiv(int div) { NewClass.setGlobalDiv(div); } public WrapNewClass(int mult) { mInstance = new NewClass(mult); } public int doStuff(int val) { return mInstance.doStuff(val); } }
This has one method for each constructor and method in the original, plus a static initializer that tests for the presence of the new class. If the new class isn't available, initialization of WrapNewClass fails, ensuring that the wrapper class can't be used inadvertently. The checkAvailable method is used as a simple way to force class initialization. We use it like this:
WrapNewClass
checkAvailable
public class MyApp { private static boolean mNewClassAvailable; /* establish whether the "new" class is available to us */ static { try { WrapNewClass.checkAvailable(); mNewClassAvailable = true; } catch (Throwable t) { mNewClassAvailable = false; } } public void diddle() { if (mNewClassAvailable) { WrapNewClass.setGlobalDiv(4); WrapNewClass wnc = new WrapNewClass(40); System.out.println("newer API is available - " + wnc.doStuff(10)); } else { System.out.println("newer API not available"); } } }
If the call to checkAvailable succeeds, we know the new class is part of the system. If it fails, we know the class isn't there, and adjust our expectations accordingly. It should be noted that the call to checkAvailable will fail before it even starts if the bytecode verifier decides that it doesn't want to accept a class that has references to a nonexistent class. The way this code is structured, the end result is the same whether the exception comes from the verifier or from the call to Class.forName.
Class.forName
When wrapping an existing class that now has new methods, you only need to put the new methods in the wrapper class. Invoke the old methods directly. The static initializer in WrapNewClass would be augmented to do a one-time check with reflection.
You must test your application on every version of the Android framework that is expected to support it. By definition, the behavior of your application will be different on each. Remember the mantra: if you haven't tried it, it doesn't work.
You can test for backward compatibility by running your application in an emulator from an older SDK, but as of the 1.5 release there's a better way. The SDK allows you to specify "Android Virtual Devices" with different API levels. Once you create the AVDs, you can test your application with old and new versions of the system, perhaps running them side-by-side to see the differences. More information about emulator AVDs can be found in the SDK documentation and from emulator -help-virtual-device.
emulator -help-virtual-device
Learn about Android 1.5 and more at Google I/O. Members of the Android team will be there to give a series of in-depth technical sessions and to field your toughest questions.
Hi, developers! I hope you've heard about the early-look version of the Android 1.5 SDK that we recently released. There are some great new features in there, but don't get too excited yet -- some of you will need to fix some problems in your apps before you can start taking advantage of Android 1.5.
We've done some fairly extensive testing of the popular apps on the Android Market, and it turns out that a few of those apps use some bad techniques that cause them to crash or behave strangely on Android 1.5. The list below is based on our observations of five ways that we've seen bad apps fail on 1.5. You can think of these as "anti-patterns" (that is, techniques to avoid) for Android development. If you've written an app with the Android 1.0 or 1.1 SDKs, you'll need to pay close attention.
Technique to Avoid, #1: Using Internal APIs
Even though we've always strongly advised against doing so, some developers have chosen to use unsupported or internal APIs. For instance, many developers are using the internal brightness control and bluetooth toggle APIs that were present in 1.0 and 1.1. A bug -- which is now fixed in Android 1.5 -- allowed apps to use those APIs without requesting permission. As a result, apps that use those APIs will break on 1.5. There are other changes to unsupported APIs in 1.5 besides these, so if you've used internal APIs in your apps, you need to update your apps to stop doing so. Even if they don't break on Android 1.5, there's a good chance they will on some later version. (There's some good news, though: because "flashlight" apps are so popular, we've added the "screenBrightness" field on the WindowManager.LayoutParams class just for that use case.)
Technique to Avoid, #2: Directly Manipulating Settings
Okay, strictly speaking this one isn't evil, since this is a change in behavior that we made to Android itself. But we made it because some developers were doing naughty things: a number of apps were changing system settings silently without even notifying the user. For instance, some apps turn on GPS without asking the user, and others might turn on data roaming.
As a result, applications can no longer directly manipulate the values of certain system Settings, even if they previously had permission to do so. For instance, apps can no longer directly turn on or off GPS. These apps won't crash, but the APIs in question now have no effect, and do nothing. Instead, apps will need to issue an Intent to launch the appropriate Settings configuration screen, so that the user can change these settings manually. For details, see the android.provider.Settings.Secure class, which you can find in the 1.5_pre SDK documentation (and later). Note that only Settings that were moved to the Settings.Secure class are affected. Other, less sensitive, settings will continue to have the same behavior as in Android 1.1.
Technique to Avoid, #3: Going Overboard with Layouts
Due to changes in the View rendering infrastructure, unreasonably deep (more than 10 or so) or broad (more than 30 total) View hierarchies in layouts are now likely to cause crashes. This was always a risk for excessively complex layouts, but you can think of Android 1.5 as being better than 1.1 at exposing this problem. Most developers won't need to worry about this, but if your app has very complicated layouts, you'll need to put it on a diet. You can simplify your layouts using the more advanced layout classes like FrameLayout and TableLayout.
Technique to Avoid, #4: Bad Hardware Assumptions
Android 1.5 includes support for soft keyboards, and there will soon be many devices that run Android but do not have physical keyboards. If your application assumes the presence of a physical keyboard (such as if you have created a custom View that sinks keypress events) you should make sure it degrades gracefully on devices that only have soft keyboards. For more information on this, keep on eye on this blog as we'll be posting more detailed information about handling the new soft keyboards.
Technique to Avoid, #5: Incautious Rotations
Devices running Android 1.5 and later can automatically rotate the screen, depending on how the user orients the device. Some 1.5 devices will do this by default, and on all others it can be turned on by the user. This can sometimes result in unpredictable behavior from applications that do their own reorientations (whether using the accelerometer, or something else.) This often happens when applications assume that the screen can only rotate if the physical keyboard is exposed; if the device lacks a physical keyboard, these apps do not expect to be reoriented, which is a coding error. Developers should be sure that their applications can gracefully handle being reoriented at any time.
Also, apps that use the accelerometer directly to reorient themselves sometimes compete with the system doing the same thing, with odd results. And finally, some apps that use the accelerometer to detect things like shaking motions and that don't lock their orientation to portrait or landscape, often end up flipping back and forth between orientations. This can be irritating to the user. (You can lock your app's orientation to portrait or landscape using the 'android:screenOrientation' attribute in your AndroidManifest.xml.)
Have any of your apps used one of these dubious techniques? If so, break out your IDE, duct tape, and spackle, and patch 'em up. I'm pretty excited by the new features in the Android 1.5 SDK, and I look forward to seeing your apps on my own 1.5-equipped phone -- but I can't, if they won't run! Fortunately, the fixes for these are pretty simple, and you can start fixing all of the above even with the 1.1_r1 SDK release.
By the way, if you'd like to fully immerse yourself in Android 1.5, join us at Google I/O! It's my pleasure to shamelessly plug an event that's shaping up to be the Android developer event of the year. We've added two more sessions—one on multimedia jujitsu, and a particularly interesting session on the Eyes-Free Android project—with even more yet to come. I thought Google I/O was a pretty killer event last year, and this year's looking even better, especially in terms of Android content.
I hope to meet many of you there, but either way, Happy Coding!