Selasa, 19 April 2016

Cara Backup Data / Backup Kontak BBM Di Hp Samsung Android

Cara backup data semua dokumen yang terdapat di dalam sistem android dengan menggunkan aplikasi kecil yang namanya smart switch prosesnya sangat mudah dan jauh lebih cepat bahkan data apapun yang kita simpan alias backup ke direktori penyimpanan komputer dapat di proses sempurna oeh smart switch tersebut. Dan saya sendiri sudah sering kali menggunkaan teknik ini karena hasilnyapun cukup bagus dan sesuai harapan.

Salah satu yang paling penting untuk di backup misalnya kontak hp juga backup kontak bbm  serta file gambar musik video dan lain-lainya. Oleh karena itu melalui sebuah postingan ini saya akan membagikan tips seputar bagaimana cara backup data hp android ke komputer atau laptop yang mana kegiatan semacam ini saat ini sangat banyak orang yang membutuhkanya termasuk saya sendiri. Mengapa kita sangat penting melakukan tindakan ini..? tentu saja karena beberapa hal dan utamanya yaitu guna menyelamatkan semua data yang tersimpan dalam memory internal android ataupun yang ada di dalam memoyi external alias sd card.

Artinya jika kita sudah membackup data dan di simpan di komputer maka pastinya kita sudah tidak khawatir lagu untuk terjadinya kehilangan data tersebut sekalipun hp android milik kita mengalami error atau mati total sistem androidnya bahkan mungkin bisa saja hilang atau di curi orang. Sehingga ketika suatu saat anda membeli kembali perangkat android hanya cukup menestore alias mengembalikan lagi data yang sebelumnya di backup di dalam laptop ke dalam android yang baru 

Dalam metode backup data android itu sendiri ada beberapa yehnis atau cara sepert yang telah saya sampaikan juga pada artikel sebelumnya yaitu backup data android menggunakan aplikasi samsung kies yang walaupun terkadang metode ini agak sedikit susah 

Baiklah  kawan-kawan saya langsung saja pada pokok materinya berikut di bawah ini :

Cara Backup Data / Backup Kontak BBM

cara backup data


1  Silahkan anda download aplikasi smart switch di situs resminya atau klik  Cara Backup Data

2  Setelah berhasil di download jang lupa langsung saja anda instal 

3  Kemudian apabila telah berhasil di instal silahkan jalankan aplikasi smart switch tersebut

4  Sambunkan perangkat HP android anda dengan menggunakan kabel data yang asli atau bawaannya

5  Pada proses singkronisasi USB usahakan device hp di setting pada bagian USB Debunging

6  Langkah selanjutnya setelah ponsel anda sudah sukses menyambung dengan laptop dan biasanya akan terlihat jenis model hp samsung milik anda seperti contoh gambar di bawah ini

cara backup data

7   Pada halaman perintah terdapat tiga opsih dan anda hanya Klik Backup

8  Di perintah berikunya anda Klik Backup kembali

cara backup data

9  Kemudia tunggu proses menyimpan semua data sampai selesai biasanya membutuhkan beberapa menit tergantung seberapa banyak file yang ada di dalam hp samsung android anda

cara backup data

10  Dan apabila semua proses backup sudah selesai anda cukup klik OK dengan demikian semua data tersebut sudah menjadi ganda alias dobel

cara backup data

Hmmmm mudah bukan...? Dan begitu pula sebaliknya kawan jika tadi anda telah melakukan backup namun selanjutnya anda juga tentunya harus mengembalikan data itu tadi. Untuk prosesnya juga sama saja hanya bedanya bila sebelumnya klik backup tapi kalau anda ingin mengembalikan berarti klik Restore dan ikuti semua perintah yang di sarankan.

Semoga artikel tentang cara backup data / backup kontak bbm ini bisa membantu dan bermanfaat serta saya ucapkan banyak terimakasih atas kunjungan anda semua.

Rabu, 13 April 2016

Optimize, Develop, and Debug with Vulkan Developer Tools

Posted by Shannon Woods, Technical Program Manager



Today we're pleased to bring you a preview of Android development tools for Vulkan™. Vulkan is a new 3D rendering API which we’ve helped to develop as a member of Khronos, geared at providing explicit, low-overhead GPU (Graphics Processor Unit) control to developers. Vulkan’s reduction of CPU overhead allows some synthetic benchmarks to see as much as 10 times the draw call throughput on a single core as compared to OpenGL ES. Combined with a threading-friendly API design which allows multiple cores to be used in parallel with high efficiency, this offers a significant boost in performance for draw-call heavy applications.



Vulkan support is available now via the Android N Preview on devices which support it, including Nexus 5X and Nexus 6P. (Of course, you will still be able to use OpenGL ES as well!)




To help developers start coding quickly, we’ve put together a set of samples and guides that illustrate how to use Vulkan effectively.



You can see Vulkan in action running on an Android device with Robert Hodgin’s Fish Tornado demo, ported by Google’s Art, Copy, and Code team:






Optimization: The Vulkan API



There are many similarities between OpenGL ES and Vulkan, but Vulkan offers new features for developers who need to make every millisecond count.




  • Application control of memory allocation. Vulkan provides mechanisms for fine-grained control of how and when memory is allocated on the GPU. This allows developers to use their own allocation and recycling policies to fit their application, ultimately reducing execution and memory overhead and allowing applications to control when expensive allocations occur.

  • Asynchronous command generation. In OpenGL ES, draw calls are issued to the GPU as soon as the application calls them. In Vulkan, the application instead submits draw calls to command buffers, which allows the work of forming and recording the draw call to be separated from the act of issuing it to the GPU. By spreading command generation across several threads, applications can more effectively make use of multiple CPU cores. These command buffers can also be reused, reducing the overhead involved in command creation and issuance.

  • No hidden work. One OpenGL ES pitfall is that some commands may trigger work at points which are not explicitly spelled out in the API specification or made obvious to the developer. Vulkan makes performance more predictable and consistent by specifying which commands will explicitly trigger work and which will not.

  • Multithreaded design, from the ground up. All OpenGL ES applications must issue commands for a context only from a single thread in order to render predictably and correctly. By contrast, Vulkan doesn’t have this requirement, allowing applications to do work like command buffer generation in parallel— but at the same time, it doesn’t make implicit guarantees about the safety of modifying and reading data from multiple threads at the same time. The power and responsibility of managing thread synchronization is in the hands of the application.

  • Mobile-friendly features. Vulkan includes features particularly helpful for achieving high performance on tiling GPUs, used by many mobile devices. Applications can provide information about the interaction between separate rendering passes, allowing tiling GPUs to make effective use of limited memory bandwidth, and avoid performing off-chip reads.

  • Offline shader compilation. Vulkan mandates support for SPIR-V, an intermediate language for shaders. This allows developers to compile shaders ahead of time, and ship SPIR-V binaries with their applications. These binaries are simpler to parse than high-level languages like GLSL, which means less variance in how drivers perform this parsing. SPIR-V also opens the door for third parties to provide compilers for specialized or cross-platform shading languages.

  • Optional validation. OpenGL ES validates every command you call, checking that arguments are within expected ranges, and objects are in the correct state to be operated upon. Vulkan doesn’t perform any of this validation itself. Instead, developers can use optional debug tools to ensure their calls are correct, incurring no run-time overhead in the final product.




Debugging: Validation Layers


As noted above, Vulkan’s lack of implicit validation requires developers to make use of tools outside the API in order to validate their code. Vulkan’s layer mechanism allows validation code and other developer tools to inspect every API call during development, without incurring any overhead in the shipping version. Our guides show you how to build the validation layers for use with the Android NDK, giving you the tools necessary to build bug-free Vulkan code from start to finish.




Develop: Shader toolchain



The Shaderc collection of tools provides developers with build-time and run-time tools for compiling GLSL into SPIR-V. Shaders can be compiled at build time using glslc, a command-line compiler, for easy integration into existing build systems. Or, for shaders which are generated or edited during execution, developers can use the Shaderc library to compile GLSL shaders to SPIR-V via a C interface. Both tools are built on top of Khronos’s reference compiler.




Additional Resources


The Vulkan ecosystem is a broad one, and the resources to get you started don’t end here. There is a wealth of material to explore, including:


























Android N Developer Preview 2, out today!

Posted by Dave Burke, VP of Engineering



Last month, we released the first Developer Preview of Android N, to give you a sneak peek at our next platform. The feedback you’ve shared to-date has helped us catch bugs and improve features. Today, the second release in our series of Developer Previews is ready for you to continue testing against your apps.



This latest preview of Android N fixes a few bugs you helped us identify, such as not being able to connect to hidden Wi-Fi networks (AOSP 203116), Multiwindow pauses (AOSP 203424), and Direct Reply closing an open activity (AOSP 204411), to name just a few. We’re still on the hunt for more; please continue to share feedback, either in the N Developer Preview issue tracker or in the N preview community.




What’s new:


Last month’s Developer Preview introduced a host of new features, like Multi-window, bundled notifications and more. This preview builds on those and includes a few new ones:



  • Vulkan: Vulkan is a new 3D rendering API which we’ve helped to develop as a member of Khronos, geared at providing explicit, low-overhead GPU (Graphics Processor Unit) control to developers and offers a significant boost in performance for draw-call heavy applications. Vulkan’s reduction of CPU overhead allows some synthetic benchmarks to see as much as 10 times the draw-call throughput on a single core as compared to OpenGL ES. Combined with a threading-friendly API design which allows multiple cores to be used in parallel with high efficiency, this offers a significant boost in performance for draw-call heavy applications. With Android N, we’ve made Vulkan a part of the platform; you can try it out on supported devices running Developer Preview 2. Read more here. Vulkan Developer Tools blog here.


  • Launcher shortcuts: Now, apps can define shortcuts which users can expose in the launcher to help them perform actions quicker. These shortcuts contain an Intent into specific points within your app (like sending a message to your best friend, navigating home in a mapping app, or playing the next episode of a TV show in a media app).

    An application can publish shortcuts with ShortcutManager.setDynamicShortcuts(List) and ShortcutManager.addDynamicShortcut(ShortcutInfo), and launchers can be expected to show 3-5 shortcuts for a given app.



  • Emoji Unicode 9 support: We are introducing a new emoji design for people emoji that moves away from our generic look in favor of a more human-looking design. If you’re a keyboard or messaging app developer, you should start incorporating these emoji into your apps.
    The update also introduces support for skin tone variations and Unicode 9 glyphs, like the bacon, selfie and face palm. You can dynamically check for the new emoji characters using Paint.hasGlyph().













New human emoji











New activity emoji



  • API changes: This update includes API changes as we continue to refine features such as multi-window support (you can now specify a separate minimum height and minimum width for an activity), notifications, and others. For details, take a look at the diff reports available in the downloadable API reference package.



  • Bug fixes: We’ve resolved a number of issues throughout the system, including these fixes for issues that you’ve reported through the public issue tracker. Please continue to let us know what you find and follow along with the known issues here.




How to get the update:


The easiest way to get this and later preview updates is by enrolling your devices in the Android Beta Program. Just visit g.co/androidbeta and opt-in your eligible Android phone or tablet -- you’ll soon receive this (and later) preview updates over-the-air. If you’ve already enrolled your device, you’ll receive the update shortly, no action is needed on your part. You can also download and flash this update manually. Developer Preview 2 is intended for developers and not as a daily driver; this build is not yet optimized for performance and battery life.



The N Developer Preview is currently available for Nexus 6, Nexus 5X, Nexus 6P, Nexus 9, and Pixel C devices, as well as General Mobile 4G [Android One] devices. For Nexus Player, the update to Developer Preview 2 will follow the other devices by several days.



To build and test apps with Developer Preview 2, you need to use Android Studio 2.1 -- the same version that was required for Developer Preview 1. You’ll need to check for SDK components updates (including build tools and emulator system images) for Developer Preview 2 -- see here for details.



Thanks so much for all of your feedback so far. Please continue to share feedback, either in the N Developer Preview issue tracker or in the N preview community. The sooner we’re able to get your feedback, the more of of it we will be able to incorporate in the next release of Android.

















Kamis, 07 April 2016

Android Studio 2.0

Posted by Jamal Eason, Product Manager, Android



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 -- on our new Google+ page or on Twitter.
































Rabu, 06 April 2016

Android Developer Story: Video editing app WeVideo increases user engagement with material design

Posted by Lily Sheringham, Google Play team

WeVideo is a video editing platform founded on a vision to make video creation accessible to anyone, anywhere. They first launched the popular WeVideo Video Editor app for Android, and since the latest update to the app, revenue on the platform has doubled every two months. In fact, almost 85% of their mobile users are on Android devices.

Watch Krishna Menon, President & CTO, and Oleg Tsaregorodtsev, Head of Mobile Development at WeVideo, explain how relaunching their app with material design increased user engagement by 100%. They also share how WeVideo improved monetization and installs using ratings & reviews, store listing experiments, and other features on Google Play.

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Senin, 04 April 2016

A new method to measure touch and audio latency

Posted by Mark Koudritsky, software engineer



There is a new addition in the arsenal of instruments used by Android and ChromeOS teams in the battle to measure and minimize touch and audio latency: the WALT Latency Timer.




When you use a mobile device, you expect it to respond instantly to your touch or voice: the more immediate the response, the more you feel directly connected to the device. Over the past few years, we have been trying to measure, understand, and reduce latency in our Chromebook and Android products.



Before we can reduce latency, we must first understand where it comes from. In the case of tapping a touchscreen, the time for a response includes the touch-sensing hardware and driver, the application, and the display and graphics output. For a voice command, there is time spent in sampling input audio, the application, and in audio output. Sometimes we have a mixture of these (for example, a piano app would include touch input and audio output).




Most previous work to study latency has focused on measuring a single round-trip latency number. For example, to measure audio latency, an app would measure time from app to speaker/mic and back to the app using the Dr. Rick O'Rang loopback audio dongle together with an appropriate app such as the Dr Rick O’Rang Loopback app or Superpowered Mobile Audio Latency Test App. Similarly, the TouchBot uses a fast camera to measure the round-trip delay from physical touch until a change on the screen is visible. While valuable, the problem with such a setup is that it’s very difficult to break down the latency into input vs output components.



An important innovation in WALT (a descendant of QuickStep) is that it synchronizes an external hardware clock with the Android device or Chromebook to within a millisecond. This allows it to measure input and output latencies separately as opposed to measuring a round-trip latency.



WALT is simple. The parts cost less than $50 and with some basic hobby electronics skills, you can build it yourself.



We’ve been using WALT within Google for Nexus and Chromebook development. We’re now opening this tool to app developers and anyone who wants to precisely measure real-world latencies. We hope that having readily accessible tools will help the industry as a whole improve and make all our devices more responsive to touch and voice.















Kamis, 31 Maret 2016

Get your apps and games ready for space with Google Play (April Fools')

Posted by Lily Sheringham, Google Play team



Google Play lets you distribute your apps and games to over 1 billion active Android users around the world. With advances in space exploration and the advent of galactic tourism, there will be a high number of users beyond this world that developers need to start thinking about, too. Google Play can now help you reach them. We’ve added new features to the Google Play Developer Console and updated the material design guidelines, to help you design, test, and distribute your apps and games in space.



Here’s a look at how The Guardian, one of the largest English-news organizations in the world, enhanced its Android app to enable astronauts and space travellers to stay informed and up-to-date, while in orbit or on the surface of the moon.






"I am pleased to have The Guardian's application to test the growing Interplanetary Internet" says Vint Cerf, distinguished visiting scientist at the Jet Propulsion Laboratory and Google's Chief Internet Evangelist. "The interstellar version is in development and I'm looking forward to having more Google Play apps and games tested in space flight."



Get your apps and games ready for take off today.

Jumat, 25 Maret 2016

Registering OAuth clients for Google Sign-In

Posted by Isabella Chen, Software Engineer, and Laurence Moroney, Developer Advocate



Starting with Google Play services 8.3, we did a major revamp of the Google Sign-In APIs, supporting both client and server auth. Behind the scenes, these APIs use OAuth 2.0 tokens to ensure secure authentication and authorization. To maintain security, we provide tools in the Google Developers Console to register the clients using these tokens.



In this post, we’ll discuss the important task of registering OAuth clients for Google Sign-In, and the tools that we offer to make this as easy as possible.



Here are some scenarios that might apply to you:


  1. Start by creating a project in the Google Developers Console, which registers the client app on your behalf.

  2. If you have a backend server in your project, you’ll need an OAuth client ID for it, too.

  3. And don't forget to register OAuth clients for other test and release versions of your app, too!


In this post, we’ll cover some details on this process and address common pitfalls.



Getting Started - Create a Project in the Google Developers Console.



If you have not used Google Sign-In before, you can start integrating the API into your app by following the ‘Get a configuration file’ steps on this site. You’ll be taken to a setup wizard that will create an OAuth 2.0 client ID as shown in Figure 1.





Figure 1. Configuring your app



Once you’ve specified your app, you’ll be taken to a screen to choose and configure services such as Google Sign-In, Cloud Messaging or Google Analytics that you want your app to be able to use.



Choose Google Sign-In. In order to use it, you’ll need to get the SHA-1 of the signing certificate for your Android app. This can either be a debug or a release certificate, and for the purposes of this blog you’ll look at a debug one, but keep in mind that you’ll need to repeat this process for each package / certificate pair you end up using (described in the last section below).



You can get the debug SHA-1 using the keytool command like this:



keytool -list -v -keystore ~/.android/debug.keystore -alias androiddebugkey -storepass android -keypass android



Once you have your SHA-1, enter it as seen in Figure 2.





Figure 2. Enabling Google Sign-in



Now that your project is set up, you can get started with integrating the Sign-In API. But if you need to configure your project to work with a backend server or additional package name / keystores, keep reading the sections below.



Server Config - Ensure your server is registered within the same project.



If you have your own web or cloud server with data for your application, you’ll need OAuth credentials for your backend. Details on doing this can be found in the ID token and server auth code documentation.



Before using these flows, you’ll need to make sure you register your web server correctly in the Google Developers Console. Once there, you’ll be asked to select your project. See Figure 3.




Figure 3. Going directly to a project in the Google Developers Console.



Once you’ve selected your project, press the ‘Continue’ button, and you’ll go directly to the Credentials tab where all credential types are managed. Check the “OAuth 2.0 client IDs” section, and you will see the “Web client” and “Android client for com.my.package.name” that were created for you by the setup wizard. See Figure 4.




Figure 4. The Credentials Tab on the Developers Console - Web server OAuth client info



Take note of the Client ID for for your Web client, you’ll need it for both your app and server as illustrated below. (If you’ve created your project in the past and there’s no OAuth 2.0 client ID with Type “Web application”, then you will need to create one by selecting ‘New Credentials’ -> ‘OAuth client ID’.)



If you use an ID token flow for backend authentication, when you start developing your Android app, request an ID token in your GoogleSignInOptions, supplying the web client ID for your server:



GoogleSignInOptions gso =
new GoogleSignInOptions.Builder(GoogleSignInOptions.DEFAULT_SIGN_IN)
.requestIdToken(serverClientId)
.requestEmail()
.build();


And then on your server, set the same OAuth client ID for your web application to be the audience:



GoogleIdTokenVerifier verifier =
new GoogleIdTokenVerifier.Builder(transport, jsonFactory)
.setAudience(Arrays.asList(serverClientId))
.setIssuer("https://accounts.google.com")
.build();


Successful verification will allow you to authenticate and issue a session for this newly signed-in user.



Alternatively, if you are using the server auth code flow for backend access to Google APIs, request a server auth code in your GoogleSignInOptions on Android, again supplying the web client ID for your server:



GoogleSignInOptions gso =
new GoogleSignInOptions.Builder(GoogleSignInOptions.DEFAULT_SIGN_IN)
.requestScopes(new Scope(Scopes.DRIVE_APPFOLDER))
.requestServerAuthCode(serverClientId)
.requestEmail()
.build();


And then on the server, both the OAuth client ID and the “Client secret” will be useful. The server SDK from Google can directly consume a downloaded JSON configuration file. You can click the download icon to download the JSON file (as shown in Figure 4) and use below code to construct GoogleClientSecrets:



GoogleClientSecrets clientSecrets =
GoogleClientSecrets.load(
JacksonFactory.getDefaultInstance(),
new FileReader(PATH_TO_CLIENT_SECRET_FILE));


At which point you can access authenticated Google APIs on behalf of the signed-in user. Note that the “client secret” is really a secret that you should never reveal in your Android client.



Handling multiple environments - Registering other client IDs for your project.



Note that it can be common for apps to have different package names as well as different certificates (and thus SHA-1 keys) for various types of environment (such for different developers or test and release environments). Google uses your package name together with SHA-1 signing-certificate fingerprint to uniquely identify your Android application. It’s important to register every package name + SHA1 fingerprint pair in Google Developers Console.



For example, to register the release version of this package, you can do so by selecting ‘New Credentials’ -> ‘OAuth client ID’, shown in Figure 5 below, and then following the steps to add the package name and production keystore SHA-1.




Figure 5. The Credentials Tab on the Developers Console - create additional OAuth client ID



Now you are ready to handle the different environments where your app might be running and release to your users!



Hopefully, this has been helpful to you in understanding how to register for OAuth keys to keep your apps and servers secure. For more information, check out the Google Developers homepage for Identity.

Announcing the 2016 Android Experiments I/O Challenge!

Posted by Roman Nurik, Senior Interactive Designer, and Richard The, Google Creative Lab



Last summer we launched Android Experiments: a showcase of creative Android projects, and an open invitation for all developers to submit their own experiments to the gallery. So far we’ve seen some amazing work from the developer community - from live wallpaper, to watch faces, to interesting hacks of the IOIO board - and we want to see more.



Today we announce the Android Experiments I/O Challenge: a chance for your experiment (and you) to go to I/O 2016!





From now through April 13, you can enter by submitting your experiments to the gallery. The top three winners of the contest will receive a trip to this year’s Google I/O, and the five runner-ups will get the new Nexus 6P.



So what makes a good Android Experiment? It’s a project that utilizes the unique capabilities of the Android platform in an innovative way. Here are a few suggestions:


  • Creative uses of Android’s new or distinctive features

  • Projects that explore how we interact with our devices, in small and big ways

  • Unique visual aesthetics

  • Open source projects that inspire other developers

  • Surprise us - we want to see the amazing things you’re cooking up


All projects on Android Experiments are open source. If you’re not sure where to start take a look on the site gallery, dig in and get inspired.



We can’t wait to see how you’re combining code and creativity! Enter on androidexperiments.com/challenge today.

Senin, 14 Maret 2016

Grow your games business on Google Play: Game parameters management, video recording, streaming ads, and more

Posted by Morgan Dollard, Product Manager of Google Play Games



With mobile gamers across 190 countries, Google Play Games is made up of a vibrant and diverse gaming community. And these players are more engaged than ever. Over the past year, the number of games reaching over 1 million installs grew by 50 percent.



Today, at our annual Developer Day at the Game Developers Conference, we announced new platform and ads tools for developers, of all sizes reach, to reach this global audience and accelerate the growth of their games business. Check out below the full range of features that will help game developers build their apps, grow their user base, and earn more revenue.



Making Google Play Games better for players



In February, we introduced Gamer IDs so that anyone could create a gaming persona. We also simplified the sign-in process for Google Play Games so players could pick up playing their game more quickly. We’re also working on product enhancements to make Play Games a little more social and fun, which will mean more engaged players who’re playing your game for longer. One example is the launch of Gamer friends (coming soon!), where your players can add and interact with their friends from within the Google Play Games app (without needing a Google+ account).



We’re also launching the Indie Corner, a new collection on Google Play, that will highlight amazing games built by indie developers. You can nominate your awesome indie game for inclusion at g.co/indiecornersubmission. We’ll pick the best games to showcase based on the quality of the experience and exemplary use of Google Play game services.



Grow your game with powerful new features from Google Play game services



In January, we added features to Player Analytics, the free reporting tool of Google Play game services, which helps you understand how players are progressing, spending and churning. Today, we previewed some upcoming new tools that would be available in the coming months, including:




  • Game parameters management: With game parameters management, you will be able to update gameplay and game economy parameters without the need for APK changes or resubmitting your app. You’ll be able to optimize virtual goods and currencies from the Developer Console or the Google Play Developer API.




Game parameters management in the Google Play Developer Console




  • Video Recording API: You will be able to easily add video recording to your app and let users share their videos with their friends and on YouTube in a few simple steps. We are also adding live streaming functionality to allow your fans to broadcast their gameplay experiences in real time on YouTube.






  • Predictive Analytics: The Player Stats API now has Predictive Analytics to help you identify which groups of players are likely to spend or churn, and we are adding new predictions for how much a player is likely to spend within 30 days and the probability that a player is a high spender. This allows you to tailor experiences for these players to try to increase their spend or engagement. Learn more about the
    Player Stats API.



“Not showing ads to users that were probable to spend increased number of IAP transactions by 15%.”
– Avetis Zakharyan, CEO Underwater Apps



New ad formats and targeting to find, keep and monetize high-quality gamers



Promoting your game and growing your audience is important, but it’s just as important to reach the right audience for your game, the players who want to open the game again and again. That’s why today we’ve unveiled new features that make it simpler to reach the right audience at scale.





  • Search Trial Run Ads: In the next few weeks, we’ll launch a new way for users to try your game out when they do a search for games on Google through a new ad format, Search Trial Run Ads. After tapping “Try now”, an individual can play your game for up to 10 minutes, and then download the game in full if they choose. These ads will appear to smartphone users on WiFi. Using this format, you can drive qualified users who are likely to stay engaged with your game after install.




SGN’s Search Trial Run Ad for Panda Pop




  • Portrait Video Ads: More than 80% of video ad views in mobile apps on the Google Display Network are from devices held vertically, but often these videos are created for landscape viewing. Over the next few weeks, we’re launching Portrait Video Ads for a full-screen, immersive portrait video experience. Developers have seen significant improvement in both click-through and conversion rates, resulting in lower cost per install and more installs.

  • Active User Targeting for Games: In the coming weeks, we’re rolling out a new type of targeting for Android apps that allows you to show ads to users who have spent more than 30 minutes playing games, or who have played a Google Play Games integrated game, in the last 30 days.



Earn more revenue in your game with AdMob



AdMob helps game developers around the world maximize revenue through in-app advertising. At GDC, we also announced a new way to help you earn more through AdMob Mediation. Rewarded advertising is a popular form of game monetization -- users are given the choice to engage with ads in exchange for an in-app reward. AdMob Mediation will enable you to easily monetize your apps with rewarded video ads from a number of ad providers. Supported networks and platforms include AdColony, AppLovin, Chartboost, Fyber, Upsight and Vungle, with more being added all the time.



You can learn more about this, and all our ads announcements on the Inside AdWords blog.



This is just the start of what we’ve got planned for 2016. We hope you can make use of these tools to improve your game, engage your audience, and grow your business and revenue.