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Sunday, August 14, 2016

Google Play Developer Console introduces Universal App Campaigns and User Acquisition performance reporting


At Google I/O in May, we previewed some new and powerful tools to help you further grow your business and improve decision making based on smarter insights on Google Play. We are happy to announce that, today, these features are live in the Developer Console.



User Acquisition: AdWords Campaigns



With just a few simple steps, universal app campaigns lets you easily set up ad campaigns from within the Google Play Developer Console and promote your app across Google Play, Google Search, YouTube and the Google Display Network. You will now be able to more effectively find and grow your install base with the help of Google’s unparalleled reach.




App install ads generated from one universal app campaign



Universal app campaigns automatically pull in images, video, and descriptions from your Google Play store listing to generate ad formats that look great wherever they are placed. From there, our systems automatically optimize your campaigns and experiment with different creatives and bids to maximize app install volume as close as possible to your target cost-per-install.



"With universal app campaigns, we only had to set up one campaign that drove more than 10,000 new installs in one month and install volume is continuing to trend up over time. We're also seeing a 20% lower CPI compared to other channels." – José Maria Pertusa, CMO of Linio


To get started with your first campaign, select the User Acquisition tab for your app in the Developer Console and choose ‘AdWords Campaigns.’


User Acquisition: Performance report




When you’re growing an audience for your app, you’ll want to understand where your most valuable users are coming from. The new performance report on the User Acquisition tab in the Developer Console lets you see how people are finding your Play Store listing, how many install your app, and how many go on to make purchases.






The performance report also tracks marketing links tagged with UTM tags, so you’ll be able to get more granular detail on how well your promotion is doing. Once you’ve got visitors to your Play Store listing, you’ll want to start thinking of ways to increase the number of visitors turning into installers. The new Store Listing Experiments feature can help you run A/B tests to do just that.


How to get started in the Developer Console


To learn how to take advantage of these new features in the Developer Console, watch the DevByte video below in which I explain how to set up your first universal app campaign and how to view the new data offered on the performance tab.






We hope you’ll use these user acquisition tools to grow a valuable audience for your app or game. We continue to improve our features for developers based on your feedback – like the recent improvements to beta testing and Store Listing Experiments – in order to help you grow your app or game business globally on Google Play.


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Friday, August 12, 2016

Stay connected abroad with high speed data from Project Fi

Android SmartPhone- When you’re traveling abroad, your phone is an essential tool – for finding a great restaurant, posting pics of your trip online, or translating a sign. But the data we have access to when traveling abroad often isn’t fast or affordable enough to let us do the tasks that matter most. Which could be why only 20% of Americans opt to use their cellular data when traveling internationally,1 instead choosing to jump between Wi-Fi hotspots or scramble for a local SIM card.

Starting today, all Project Fi subscribers have access to high speed data in 135+ destinations. With the addition of Three to the Project Fi network, we’re now able to deliver speeds 10-20X faster than before. And, just as before, there are no extra fees for using data internationally – you pay the same $10/GB that you do at home.


We’re also now offering more coverage internationally, with service in more than a dozen additional countries totaling 135+ destinations worldwide. Fi customers now have access to high speed data in over 97% of the places Americans travel internationally.2



Leaving home shouldn’t mean leaving connectivity behind. With the addition of faster speeds and more countries for the same fair price, we’re one step closer to making your phone as easy to use abroad as it is at home.

P.S. To help make your first trip abroad with Project Fi a little easier we’ll be offering $150 off the Nexus 6P for the next week when you buy and activate with Project Fi. The promotion will go live on our website at 10:00 am PT today.

Posted by Tyler Kugler, Product Manager, Project Fi

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Introducing Nearby: A new way to discover the things around you

Android SmartPhone- The Play Store offers over one million apps - many of which are created to be used in specific locations or situations. The right app at the right moment lets you get more done. For example, at a store, you may want a barcode scanner to check prices and reviews for an item. Or when you're at a museum, an audio tour would enhance the experience as you make your way around the exhibits.

But, getting the right apps at the right time can be tough if you don’t already know about them. So, we're introducing a new Android feature called Nearby, which notifies you of of things that can be helpful near you.

For example:


Select Google devices, including Google Cast and Android Wear watches, will also let you set them up simply by tapping a notification when you're near them.


Earlier this year, we started experimenting with surfacing websites relevant to a place in Chrome through the Physical Web project. In addition to displaying relevant apps, Nearby will surface these websites directly from Android. To deploy your own beacons that work with Nearby, check out our developer blog post.

To use Nearby, just turn on Bluetooth and Location, and we'll show you a notification if a nearby app or website is available. Once you’ve opted-in, tapping on a notification takes you straight into the intended experience. If you're not interested, just swipe it away to give us a clear signal.

Nearby has started rolling out to users as part of the upcoming Google Play Services release and will work on Android 4.4 (KitKat) and above.


Posted by Akshay Kannan, Product Manager, Nearby

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Welcome to Google Play Music, the podcast episode

Android SmartPhone- Hello, and welcome to the latest episode of Google Play Music. Today we’re going to talk about something near and dear to my heart: podcasts. 

People love podcasts. In fact, these days, there are so many podcasts to choose from, it can be hard to pick which one to listen to at any given time. That’s where Google Play Music comes in. Google Play Music already gives you the right kind of music for the right moment—whether you want to have fun at work, prepare for a dance party, or just need to focus—and now, that includes podcasts.

Starting today on the web and rolling out on Android in the U.S. and Canada, we’ll connect you with podcasts based on what you’re doing, how you’re feeling and what you’re interested in. Similar to our contextual playlists for music, we want to make it easy to find the right podcast—whether you’re a podcast aficionado or listening for the first time.

Try “Learning Something New” to talk about at a dinner party and listen to our favorite episodes from Stuff You Should Know or How To Do Everything. Enjoy a Sunday afternoon by “Getting Lost in a Story” with episodes from Radiolab or Reply All, or relax after a long day by “Laughing Out Loud” to Marc Maron’s WTF or Chris Hardwick’s The Nerdist. If you find something you love, subscribe to download the last several episodes automatically on your device or choose to be notified every time a new episode comes out.And to all you creators who want to make your podcast available in Google Play Music, check out the podcast portal for more details.

Thanks to our invaluable partners without whom the world would be a boring place. And to all you podcast lovers, keep listening!

This week’s episode is brought to you by Google Play. With Google Play, you can get millions of apps, games, songs, movies & TV shows, books and news sources—all your favorites, all in one place.

Hosted by Ilia Malkovitch, Product Manager, Google Play Music

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Introducing custom Live Cases to bring your Nexus phone to life

Android SmartPhone- These days there are few things more personal to you than your phone – with all your photos, messages and handpicked apps at your fingertips, it’s almost like a reflection of yourself. Starting today, we're giving you a new way to make your phone even more you. My Live Case lets people create their own snap case for Nexus 5X, 6, and 6P phones, by customizing it with a favorite photo or map.



Our design studio on the Google Store allows you to personalize your phone case with either your favorite photo or a special place on Google Maps. Then, with dozens of filters, you can make your design fit your style – be it vibrant and bright or polished and chic. Along with your signature case, you get a live wallpaper to bring your design to life on your home screen.


Photos Live Case, designed with your favorite photo
Showcase a shot of your family, dog, or any other fave photo. Just upload a pic to the site, choose a style, and you’re done. Snap on your case to see your home screen turn into a slideshow of poses that you handpicked from Google Photos. To add more shots to your wallpaper, simply tap the shortcut button on the back of your case to launch your camera.

Places Live Case, styled with your happy place
Fashion your phone with a stylized map of your favorite location from around the world – whether it’s your dream vacation destination or hometown. Your live wallpaper will show a map of your whereabouts as you go about your day. With a tap of the shortcut button, the app will show you what’s nearby on Google Maps.



Check out some cool cases that The Dogist, Dan Rubin, Marques Brownlee and others have made for Nexus phones.

Now, go forth and customize! Visit the Google Store to make your own.

Posted by Kari Clark, Senior Manager, Live Cases

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Thursday, August 11, 2016

A new look for the Google Play family of apps

Whether you like watching Despicable Me on Google Play Movies & TV, streaming “Sorry” on Play Music, battling your friend in Clash Royale on Play Games or reading John Grisham’s latest on Play Books, Google Play is your home for the best apps, games and digital entertainment. Since launching Google Play four years ago, we've always had dedicated apps in addition to the Google Play store. Today, all our icons are getting an update to provide a consistent look across the entire family of Play apps.


You’ll start to see the new Google Play icons across devices and online in the coming weeks. We hope you’ll continue enjoying the Play family of products—now with a new look.

Posted by Jonathan Chung, Visual Design Lead, Google Play

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Google Play Books introduces Bubble Zoom

Android SmartPhone- Whether it’s reading up on the origins of Justice League or enjoying a reboot like Invincible Iron Man, we all love our heroes and villains and there’s nothing more thrilling than flipping through your favorite comic when the battle is on — THWACK!

Last year, Google Play made it easier to find and read your favorite comics on your phone or tablet, including a new vertical scrolling experience. We wanted to use our superpowers, like machine learning, to improve the digital comics experience even further. Machine learning is the technology that makes the digital things in your life more useful, like finding the right image in Google Photos by searching for “hugs” to “dogs.” So what happens when we bring our machine learning capabilities to the world of comics?

At San Diego Comic-Con 2016, we just announced Bubble Zoom: a new way to read digital comics on phones and tablets. Using the same technology to recognize objects in photos, we trained our system to identify speech bubbles in comics. Bubble zoom expands the speech bubbles of a comic one-tap-at-a-time, making them super easy to read on your mobile device. It’s much easier to read digital comics one-handed as Bubble Zoom automatically identifies and expands each speech bubble for readability. No more compromising the full-page experience or getting lost while panning around.

“Justice League (2011) Origin - Vol 1.” and “Invincible Iron Man Vol 1.” read using Bubble Zoom
Bubble Zoom will be available on the latest version of Google Play Books app for Android as a technical preview with all Marvel and DC collected volumes supported. We’re also celebrating this preview with a 50% off sale on select DC Comics and Marvel comics in the Google Play Store — just use the code SDCC2016 by July 24th, 2016.

Rolling out today, you can upgrade Play Books and provide feedback on supported comic volumes in the app as this exclusive experience is only the first step. As we continue to teach our machines to read more comic book styles, our goal is to eventually bring Bubble Zoom to all the comics and manga ever made.


So stay on the lookout for Bubble Zoom and by Odin’s beard…go read some comics!

Posted by Greg Hartrell, Head of Product, Google Play Books


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Tuesday, August 9, 2016

User Data Marshmallow


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


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


Permission Changes


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


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


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


Identifier Changes



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


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



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


What’s Next


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






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

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alerted about system integrity

OVERVIEW

Android uses multiple layers of protection to keep users safe. One of these
layers is verified
boot
, which improves security by using cryptographic integrity checking to
detect changes to the operating system. Android has alerted about system integrity since Marshmallow,
but starting with devices first shipping with Android 7.0, we require verified
boot to be strictly enforcing. This means that a device with a corrupt boot
image or verified partition will not boot or will boot in a limited capacity
with user consent. Such strict checking, though, means that non-malicious data
corruption, which previously would be less visible, could now start affecting
process functionality more.


By default, Android verifies large partitions using the dm-verity kernel driver,
which divides the partition into 4 KiB blocks and verifies each block when read,
against a signed hash tree. A detected single byte corruption will therefore
result in an entire block becoming inaccessible when dm-verity is in enforcing
mode, leading to the kernel returning EIO errors to userspace on verified
partition data access.


This post describes our work in improving dm-verity robustness by introducing
forward error correction (FEC), and explains how this allowed us to make the
operating system more resistant to data corruption. These improvements are
available to any device running Android 7.0 and this post reflects the default
implementation in AOSP that we ship on our Nexus devices.

Error-correcting codes



Using forward error correction, we can detect and correct errors in source data
by shipping redundant encoding data generated using an error-correcting code.
The exact number of errors that can be corrected depends on the code used and
the amount of space allocated for the encoding data.


Reed-Solomon
is one of the most commonly used error-correcting code families, and is readily
available in the Linux kernel, which makes it an obvious candidate for
dm-verity. These codes can correct up to ⌊t/2⌋ unknown errors and up to
t known errors, also called erasures, when t
encoding symbols are added.


A typical RS(255, 223) code that generates 32 bytes of encoding data for every
223 bytes of source data can correct up to 16 unknown errors in each 255 byte
block. However, using this code results in ~15% space overhead, which is
unacceptable for mobile devices with limited storage. We can decrease the space
overhead by sacrificing error correction capabilities. An RS(255, 253) code can
correct only one unknown error, but also has an overhead of only 0.8%.



An additional complication is that block-based storage corruption often occurs
for an entire block and sometimes spans multiple consecutive blocks. Because
Reed-Solomon is only able to recover from a limited number of corrupted bytes
within relatively short encoded blocks, a naive implementation is not going to
be very effective without a huge space overhead.

Recovering from consecutive corrupted blocks



In the changes we made to dm-verity
for Android 7.0, we used a technique called interleaving to allow us to recover
not only from a loss of an entire 4 KiB source block, but several consecutive
blocks, while significantly reducing the space overhead required to achieve
usable error correction capabilities compared to the naive implementation.


Efficient interleaving means mapping each byte in a block to a separate
Reed-Solomon code, with each code covering N bytes across the corresponding N
source blocks. A trivial interleaving where each code covers a consecutive
sequence of N blocks already makes it possible for us to recover from the
corruption of up to (255 - N) / 2 blocks, which for RS(255, 223) would
mean 64 KiB, for example.


An even better solution is to maximize the distance between the bytes covered by
the same code by spreading each code over the entire partition, thereby
increasing the maximum number of consecutive corrupted blocks an RS(255, N) code
can handle on a partition consisting of T blocks to ⌈T/N⌉ × (255 -
N) / 2
.




Interleaving with distance D and block size B.


An additional benefit of interleaving, when combined with the integrity
verification already performed by dm-verity, is that we can tell exactly where
the errors are in each code. Because each byte of the code covers a different
source block—and we can verify the integrity of each block using the existing
dm-verity metadata—we know which of the bytes contain errors. Being able to
pinpoint erasure locations allows us to effectively double our error correction
performance to at most ⌈T/N⌉ × (255 - N) consecutive blocks.


For a ~2 GiB partition with 524256 4 KiB blocks and RS(255, 253), the maximum
distance between the bytes of a single code is 2073 blocks. Because each code
can recover from two erasures, using this method of interleaving allows us to
recover from up to 4146 consecutive corrupted blocks (~16 MiB). Of course, if
the encoding data itself gets corrupted or we lose more than two of the blocks
covered by any single code, we cannot recover anymore.


While making error correction feasible for block-based storage, interleaving
does have the side effect of making decoding slower, because instead of reading
a single block, we need to read multiple blocks spread across the partition to
recover from an error. Fortunately, this is not a huge issue when combined with
dm-verity and solid-state storage as we only need to resort to decoding if a
block is actually corrupted, which still is rather rare, and random access reads
are relatively fast even if we have to correct errors.

Conclusion



Strictly enforced verified boot improves security, but can also reduce
reliability by increasing the impact of disk corruption that may occur on
devices due to software bugs or hardware issues.


The new error correction feature we developed for dm-verity makes it possible
for devices to recover from the loss of up to 16-24 MiB of consecutive blocks
anywhere on a typical 2-3 GiB system partition with only 0.8% space overhead and
no performance impact unless corruption is detected. This improves the security
and reliability of devices running Android 7.0.

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Announcing the Google Play Indie Games Festival in San Francisco, Sept. 24


If you’re an indie game developer, you know that games are a powerful medium of
expression of art, whimsy, and delight. Being on Google Play can help you reach
over a billion users and build a successful, global business. That’s why we
recently introduced programs, like the IndieCorner, to help more gamers discover your works of art.


To further celebrate and showcase the passion and innovation of indie game
developers, we’re hosting the Google Play Indie Games Festival at the google maps place Terra in San Francisco, on September 24.





This is a great opportunity for you to showcase your indie title to the public,
increase your network, and compete to win great prizes, such as Tango devices,
free tickets for Google I/O 2017, and Google ad campaign support. Admission will
be free and players will get the chance to play and vote on their favorites.


If you’re interested in showcasing your game, we’re google play indie games now through August 14. We’ll then select high-quality games that
are both innovative and fun for the festival. Submissions are open to US and
Canadian developers with 15 or less full time staff. Only games published on or
after January 1, 2016 or those to be published by December 31, 2016 are
eligible. See google play indie games.


We encourage virtual reality and augmented reality game submissions that use the
Google VR SDK and the TangoTablet Development Kit.


At the end of August, we’ll announce the group of indies to be featured at the
festival.


You can learn more about the event indie games festival.
We can’t wait to see what innovative and fun experiences you share with us!


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Android Studio 2.0

Android Studio 2.0 is the fastest way to build high quality, performant apps for the Android platform, including phones and tablets, Android Auto, Android Wear, and Android TV. As the official IDE from Google, Android Studio includes everything you need to build an app, including a code editor, code analysis tools, emulators and more. This new and stable version of Android Studio has fast build speeds and a fast emulator with support for the latest Android version and Google Play Services.


Android Studio is built in coordination with the Android platform and supports all of the latest and greatest APIs. If you are developing for Android, you should be using Android Studio 2.0. It is available today as a easy download or update on the stable release channel.


Android Studio 2.0 includes the following new features that Android developer can use in their workflow :




  • Instant Run - For every developer who loves faster build speeds. Make changes and see them appear live in your running app. With many build/run accelerations ranging from VM hot swapping to warm swapping app resources, Instant Run will save you time every day.

  • Android Emulator - The new emulator runs ~3x faster than Android’s previous emulator, and with ADB enhancements you can now push apps and data 10x faster to the emulator than to a physical device. Like a physical device, the official Android emulator also includes Google Play Services built-in, so you can test out more API functionality. Finally, the new emulator has rich new features to manage calls, battery, network, GPS, and more.

  • Cloud Test Lab Integration - Write once, run anywhere. Improve the quality of your apps by quickly and easily testing on a wide range of physical Android devices in the Cloud Test Lab right from within Android Studio.

  • App Indexing Code Generation & Test - Help promote the visibility your app in Google Search for your users by adding auto-generated URLS with the App Indexing feature in Android Studio. With a few click you can add indexable URL links that you can test all within the IDE.

  • GPU Debugger Preview - For those of you developing OpenGL ES based games or apps, you can now see each frame and the GL state with the new GPU debugger. Uncover and diagnosis GL rendering issues by capturing and analyzing the GPU stream from your Android device.

  • IntelliJ 15 Update - Android Studio is built on the world class Intellij coding platform. Check out the latest Intellij features here.




Deeper Dive into the New Features




Instant Run

Today, mobile platforms are centered around speed and agility. And yet, building for mobile can sometimes feel clunky and slow. Instant Run in Android Studio is our solution to keep you in a fast and fluid development flow. The feature increases your developer productivity by accelerating your edit, build, run cycles. When you click on the Instant Run button (), Instant Run will analyze the changes you have made and determine how it can deploy your new code in the fastest way.





New Instant Run Buttons



Whenever possible, it will inject your code changes into your running app process, avoiding re-deployment and re-installation your APK. For some types of changes, an activity or app restart is required, but your edit, build and run cycles should still be generally much faster than before. Instant Run works with any Android Device or emulator running API 14 (Ice Cream Sandwich) or higher.


Since previewing Instant Run at the end of last year, we’ve spent countless hours incorporating your feedback and refining for the stable release. Look for even more acceleration in future releases because build speeds can never be too fast. To learn how you can make the most out of Instant Run in your app development today, please check out our Instant Run documentation.


Android Emulator


The new Android Emulator is up to 3x faster in CPU, RAM, & I/O in comparison to the previous Android emulator. And when you're ready to build, ADB push speeds are a whopping 10x faster! In most situations, developing on the official Android Emulator is faster than a real device, and new features like Instant Run will work best with the new Android emulator.


In addition to speed and performance, the Android Emulator has a brand user interface and sensor controls. Enhanced since the initial release, with the emulator you can drag and drop APKs for quick installation, resize and rescale the window, use multi-touch actions (pinch & zoom, pan, rotate, tilt) and much more.





Android Emulator User Interface: Toolbar & Extend Controls Panel



Trying out the new emulator is as easy as updating your SDK Tools to 25.1.1 or higher, create a fresh Android Virtual Device using one of the recommended x86 system images and you are ready to go. Learn more about the Android Emulator by checking out the documentation.



Cloud Test Lab


Cloud Test Lab is a new service that allows you to test your app across a wide range of devices and device configurations at scale in the cloud. Once you complete your initial testing with your Android Emulator or Android device, Cloud Test Lab is a great extension to your testing process that provides you to run through a collection of tests against a portfolio of physical devices hosted in Google’s data centers. Even if you do not have tests explicitly written, Cloud Test Lab can perform a basic set of tests to ensure that your app does not crash.


The new interface in Android Studio allows you to configure the portfolio of tests you want to run on Cloud Test Lab, and allows you to also see the results of your tests. To learn more about the service go here.





Setup for Cloud Test Lab




App Indexing


It is now easier for your users to find your app in Google Search with the App Indexing API. Android Studio 2.0 helps you to create the correct URL structure in your app code and add attributes in your AndroidManifest.xml file that will work the Google App Indexing service. After you add the URLs to your app, can you test and validate your app indexing code as shown here:




Google App Indexing Testing




Check out this link for more details about app indexing support in Android Studio.



GPU Debugger Preview


If you are developing OpenGL ES games or graphics-intensive apps, you have a new GPU debugger with Android Studio 2.0. Although the GPU debugger is a preview, you can step through your app frame by frame to identify and debug graphics rendering issues with rich information about the GL state. For more details on how to setup your Android device and app to work with the tool, check out the tech documentations here.




GPU Debugger Preview




What's Next




Update

If you are using a previous version of Android Studio, you can check for updates on the Beta channel from the navigation menu (Help → Check for Update [Windows/Linux] , Android Studio → Check for Updates [OS X]). If you need a new copy of Android Studio, you can download it here. If you developing for the N Developer Preview, check out this additional setup instructions.



Set Up Instant Run & Android Emulator

After you update to or download Android Studio 2.0, you should upgrade your projects to use Instant Run, and create a fresh Android Virtual Device (AVD) for the new Android emulator and you are on your way to a fast Android development experience.


Using Instant Run is easy. For each of your existing projects you will see a quick prompt to update your project to the new gradle plugin version (com.android.tools.build:gradle:2.0.0).






Prompt to update your gradle version in your project




For all new app projects in Android Studio 2.0, Instant Run is on by default. Check out the documentation for more details.


We are already hard at work developing the next release of Android Studio. We appreciate any feedback on things you like, issues or features you would like to see. Connect with us -- the Android Studio development team --































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Sunday, August 7, 2016

Android Developer Story: Zabob Studio and Buff Studio reach global users with Google Play

South Korean Games developers Zabob Studio and Buff Studio are start-ups seeking to become major players in the global mobile games industry.



Zabob Studio was set up by Kwon Dae-hyeon and his wife in 2013. This couple-run business has already published ten games, including hits ‘Zombie Judgement Day’ and ‘Infinity Dungeon.’ So far, the company has generated more than KRW ₩140M (approximately $125,000 USD) in sales revenue, with about 60 percent of the studio’s downloads coming from international markets, such as Taiwan and Brazil.



Elsewhere, Buff Studio was founded in 2014 and right from the start, its first game Buff Knight was an instant hit. It was even featured as the ‘Game of the Week’ on Google Play and was included in “30 Best Games of 2014” lists. A sequel is already in the works showing the potential of the franchise.


In this video, Kwon Dae-hyeon, CEO of Zabob Studio, and Kim Do-Hyeong, CEO of Buff Studio, talk about how Google Play services and the Google Play Developer Console have helped them maintain a competitive edge, market their games efficiently to global users and grow revenue on the platform.




Android Developer Story: Buff Studio - Reaching global users with Google Play





Android Developer Story: Zabob Studio - Growing revenue with Google Play



Check Zabob Studio apps and Buff Knight on Google Play!


We’re pleased to share that Android Developer Stories will now come with translated subtitles on YouTube in popular languages around the world. Find out how to turn on YouTube captions. To read locally translated blog posts, visit the Google developer blog in Korean.


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Saturday, August 6, 2016

Daftar Atau Buat Akun Instagram Baru Di Semua Android

Daftar atau buat akun instagram baru di semua android prosesnya tentu sangat mudah dan gampang dan yang pasti gratis, instagram bukan hanya saja di minati oleh banyak netizen dari kalangan biasa namun saat ini aplikasi media sosial yang satu ini juga banyak di minati oleh  kalangan pejabat dan selebriti dunia, selain sangat simpel dalam hal cara penggunaanya instagram juga menyuguhkan banyak  fitur yang  dapat anda nikmati.



Instagram adalah : Aplikasi jejaring sosial yang dapat di gunakan untuk berbagi photo serta informasi tentang status pribadi anda pada orang lain.

Secara umum instagram mungkin hampir sama dengan aplikasi facebook, twitter, whatsApp dll. Begitu pula dalam hal cara daftar atau buat akun instagram di android prosesnya tentu hampir memiliki kemiripan dengan cara daftar atau buat akun baru whatsApp atau media-media  sosial yang lainya.

Untuk itu yuk kita simak saja proses cara daftar akunnya berikut di bawah ini


Daftar Atau Buat Akun Instagram Baru Di Semua Android

http://caradaftarbuatakun.blogspot.com
Daftar Akun Baru Instagram

 

Pertama silahkan download terlebih dahulu aplikasi instagram di Appstore / GooglePlaystore gadget anda

http://caradaftarbuatakun.blogspot.com


Lalu  > Klik  Pasang



http://caradaftarbuatakun.blogspot.com


Kemmudian  > Klik Terima

http://caradaftarbuatakun.blogspot.com

Tunggu sampai proses pemasangan aplikasi instagram di gadget anda selesai 

Selanjutnya apabila sudah terpasang buka aplikaasi instagramnya.

Di tahap ini anda di minta untuk memilih salah satu proses pendaftaran mau menggunakan akunemail atau facebook, yah semuanya terserah anda sendiri mau memakai akun apa intinya sesuai dengan keinginan anda.

Di sini saya akan memberi contoh daftar akun instgram dengan menggunakan akun email, maka masukan akun email anda yang masih aktif.




http://caradaftarbuatakun.blogspot.com



Masuka akun email anda kemudian klik Selanjutnya perhatikan contoh gambar berikut di bawah ini

http://caradaftarbuatakun.blogspot.com


Dalam kolom Tambahkan nama lengkap Anda (opsional) silahkan masukan siapa nama lengkap anda lalu klik Selanjutnya


http://caradaftarbuatakun.blogspot.com

Selanjutnya anda akan di arahkan menuju jendela halaman guna menentukan nama pengguna, silahkan untuk mengisi nama pengguna akun instagram ini sesuaikan dengan nama anda sendiri atau mungkin anda bisa memilih salah satu yang di sediakan oleh instagram itu sendiri.

http://caradaftarbuatakun.blogspot.com

Jika sudah menentukan nama penggunanya maka anda klik Selanjutnya 

Pada langkah selanjutnya masukan kata sandi di kolom yang telah di sediakan lalu klik Selanjutnya




http://caradaftarbuatakun.blogspot.com




Langkah berikunya anda di minta memasukan photo profil dan di tahap ini ada beberapa pilihan untuk memasukan poto anda, lewat FB, ambil poto langsung melalui camera gadget atau laptop anda atau bisa juga nda pilih dari perpustakaan di komputer anda dan infor dari twitter.


http://caradaftarbuatakun.blogspot.com


Silahkan anda tentukan sendiri dala hal memasukan photo profil tersebut

Selanjutnya pada halaman Temukan teman bisa anda lewati atau juga boleh menghubungkan akun facebook anda untuk mencari teman tersebut

http://caradaftarbuatakun.blogspot.com
 Langkah berikutnya yaitu anda di minta mencari kontak dan pada perintah ini boleh anda klik Lewati jika memang anda tidak mau mencari teman via kontak

Begitu juga dalam perintah ikuti lebih banyak orang boleh anda lewatkan saja.

Sampai tahap ini selesai sudah proses cara daftar atau buat akun instagram baru untuk android anda dan pastinya bahwa akun instagram anda sekarang sudah dapat di gunakan.

selamat berselancar di instagram.





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Wednesday, August 3, 2016

5 Tips to help you improve game-as-a-service monetization


In today’s world of game-as-a-service on mobile, the lifetime value of a player
is a lot more complex, where revenue is now the sum of many micro transactions
instead of a single purchase with traditional console games.


Of course you don’t need a sophisticated statistical model to understand that
the more time a player invests in your game, and the more money they spend, the
greater their LTV. But how can you design and improve monetization as a mobile
game developer? Here are 5 tips to help you improve game-as-a-service
monetization, with best practice examples from mobile games publisher, Kongregate:


1. Track player behavior metrics that have a strong and positive correlation with LTV




  • D1, D7, D30 retention indicates how well a casual player
    can be converted into a committed fan.
  • Session length and frequency measures user engagement and
    how fun your game is.
  • Completion rate at important milestones can measure and
    pinpoint churn.
  • Buyer and repeated buyer conversion, represents your most
    valuable user segment.


2. Optimize for long-term engagement and delight your best player


Retention is the first metric that can distinguish great games from mediocre
ones. Games with higher retention rates throughout the user’ lifecycle, monetize
better consistently. Retention is king, and more importantly, long-term
retention should be prioritized.
Therefore, when designing your game,
aim to create a sophisticated and engaging experience to delight your most
committed fans.



[This chart shows the retention of top games / apps over time]






  • When considering long term retention, focus on achieving a strong D30, but
    also look beyond the first 30 days. Measure long term retention
    by assessing the following rates: D30 to D60, D30 to D90, and D30 to D180. The
    higher the rate, the stickier your game is in the long term, which will increase
    your LTV.
  • Players are willing to pay a fixed amount of money per hour of “fun”, so
    think about updates when designing your game, to make
    the content rich and fun for those who will play at very high levels and
    spend the most time within your game
    , don’t gate your players or hinder
    their in-game progression.
  • Use the -GooglePlay Games Services - Funnel Report to help you track different
    milestone completion rates in your games, so you can identify drop off points
    and reduce churn
.
3. Increase buyer conversion through targeted offers




First-time buyer conversion is the most important as player churn rate
drops significantly after the first purchase
, but stays relatively flat
regardless of the amount spent. Also, past purchase behavior is the best
predictor of future purchases. Find your first-time and repeated buyer
conversion rate directly in the DeveloperConsole.






  • Use A/B testing to find the price that will maximize your total
    revenue
    . Different people have different willingness to pay for
    a given product
    and the tradeoff between price and quantity is
    different for different products, so don’t decrease prices blindly.
  • Tailor your in-game experience as well as in-app purchase offersbased on the player’s predicted probability to spend using the Player StatsAPI,
    which
    predicts players churn and spend.




For example, in Kongregate’s
game Spellstone,
testing two pricing points for a promotion called Shard Bot, which provides
players with a daily “drip” of Shards (the premium currency) for 30 days, showed
players had a much stronger preference for the higher priced
pack.
The first pack, Shard Bot, priced at $4, granted players 5 daily
shards, and the second pack, the Super Shard Bot, was priced at $8 and granted
players 10 daily shards.





[Two week test results showing preference for the more expensive pack, which also generated more revenue]




Kongregate decided to keep the higher priced Super Shard Bot in the store,
although both packs resulted in very similar retention rates:




4. As well as what monetization features to implement, take into consideration why, when and how to do so





  • Why: “Buyer intent” is most important. Any item with a
    price tag should serve to enhance your players in-game experience.
    For
    example, a new map, a new power, something exciting and additional to the free
    experience. Don’t gate your players with a purchase-only item as happy users
    means more time spent with your game, which will lead to higher
    revenue. Educate users by gifting some free premium goods and currency during the tutorial, and let users experience the benefit first.






  • When: Time offers based on when users may need it.
    If your IAP is to continue gameplay after timeout, then you should surface it
    right when the timer ends. If your IAP is to offer premium equipment, then you
    should surface it when users gear up their characters. The offer should be
    contextually relevant, such that the content should cater to the player’s
    current status and needs in-game.




    In particular, Starter Packs or New Buyer Promos need to be well timed. Players
    need to understand the value and importance of all the items before they are
    shown the promotion. If surfaced too early, players will not feel compelled to
    purchase. If surfaced too late, the offer will not be compelling enough. The
    Starter Pack should appear within 3 to 5 sessions since install, depending on
    your game. Additionally, limiting its availability to 3 to 5 days will urge
    players to make a quicker purchase decision.





    For example, BattleHand’s
    starter pack is surfaced around the 4th session, it is available for 36hrs and
    contains the following items to aid players in all areas of the game:






  • Powerful cards that have an immediate effect in battle
  • High rarity upgrade materials to upgrade your card deck
  • A generous amount of soft currency that can be used in all areas of the game
  • A generous amount of hard currency so players can purchase premium store
    items
  • Rare upgrade materials for Heroes




[Example starter pack offer in Battle Hands]


Thanks to the strength of the promotion over 50% of players choose the Starter Pack instead of the regular gems offerings:






  • How: There are many ways you can implement premium content and goods in your game, such as power-ups, characters, equipment, maps, hints, chapters etc. The two most impactful monetization designs are:


      Gacha - There are many ways to design, present and balance gacha but the key is to have randomized rewards, which allows you to sell extremely powerful items that players want without having to charge really high prices per purchase.



[Example of randomized rewards in Raid Brigade’s boxes]



      LiveOps - Limited time content on a regular cadence will also create really compelling opportunities for the players to both engage further with the game and invest in the game. For instance, Adventure Capitalist has been releasing regular limited themed time events with their spin on the permanent content, their own progression, achievements and IAP promotions.




[Example timed event for Adventure Capitalist]



Through this initiative, the game has seen regular increases in both engagement and revenue during event times without affecting the non-event periods:




[Timed events drastically increase engagement and revenue without lowering the baseline average over time]


5. Take into account local prices and pricing models



Just like different people have different willingness-to-pay, different markets have different purchasing powers.




    • Test what price points make sense for local consumers in each major market.
      Don’t just apply an umbrella discount, find the price points that maximize total
      revenue.
    • Consider charm pricing but remember it doesn’t work everywhere.For example, in the United States, prices always end in $x.99, but
      that’s not the case in Japan and Korea, where rounded numbers are used. Pricing
      in accordance to the local norm signals to the customers that you care and
      designed the game with them in mind. The Google Developer Console now
      automatically applies localpricing conventions of each currency for you.




Checkout the Android Developer Story from games developer, Divmob, who improved
their game’s monetization threefold simply by adopting sub-dollar pricing
strategies. Also, learnmore best practices about building for billions to get more tips on
monetization.




Getthe Playbook for Developers app and stay up-to-date with more features and
best practices that will help you grow a successful business on Google Play.














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