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Southern-hemisphere Developer Labs

We’ve just scheduled Android Developer Labs for Melbourne (January 31), Sydney (February 3), and Auckland (February 8). The material is not introductory; it’s aimed at people with existing apps who want to make them better in the era of Ice Cream Sandwich and tablets. You’ll want to show up with the SDK installed, and a couple of devices.

If this describes you, drop by the ADL page and sign up. You should hurry, because these are not large-scale events and there are more qualified people than there are seats.

Introducing the Android Design site

[This post is by Christian Robertson, who leads the Android visual design group. He is also the designer of the Roboto font family. —Tim Bray]

Ice Cream Sandwich (Android 4.0) is our biggest redesign yet — both for users and developers. We’ve enhanced the UI framework with new interactions and styles that will let you create Android apps that are simpler and more beautiful than ever before.

To help you in that mission, we’re introducing Android Design: the place to learn about principles, building blocks, and patterns for creating world-class Android user interfaces. Whether you’re a UI professional or a developer playing that role, these docs show you how to make good design decisions, big and small.

The Android User Experience Team is committed to helping you design amazing apps that people love, and this is just the beginning. In the coming months, we’ll expand Android Design with more in-depth content. And watch this blog for a series of posts about design, and invitations to Google+ hangouts on the topics you care about most.

So head on over to Android Design, and make something amazing!

Levels in Renderscript

[This post is by R. Jason Sams, an Android Framework engineer who specializes in graphics, performance tuning, and software architecture. —Tim Bray]

For ICS, Renderscript (RS) has been updated with several new features to simplify adding compute acceleration to your application. RS is interesting for compute acceleration when you have large buffers of data on which you need to do significant processing. In this example we will look at applying a levels/saturation operation on a bitmap.

In this case, saturation is implemented by multiplying every pixel by a color matrix Levels are typically implemented with several operations.

  1. Input levels are adjusted.

  2. Gamma correction.

  3. Output levels are adjusted.

  4. Clamp to the valid range.

A simple implementation of this might look like:

for (int i=0; i < mInPixels.length; i++) {
    float r = (float)(mInPixels[i] & 0xff);
    float g = (float)((mInPixels[i] >> 8) & 0xff);
    float b = (float)((mInPixels[i] >> 16) & 0xff);

    float tr = r * m[0] + g * m[3] + b * m[6];
    float tg = r * m[1] + g * m[4] + b * m[7];
    float tb = r * m[2] + g * m[5] + b * m[8];
    r = tr;
    g = tg;
    b = tb;

    if (r < 0.f) r = 0.f;
    if (r > 255.f) r = 255.f;
    if (g < 0.f) g = 0.f;
    if (g > 255.f) g = 255.f;
    if (b < 0.f) b = 0.f;
    if (b > 255.f) b = 255.f;

    r = (r - mInBlack) * mOverInWMinInB;
    g = (g - mInBlack) * mOverInWMinInB;
    b = (b - mInBlack) * mOverInWMinInB;

    if (mGamma != 1.0f) {
        r = (float)java.lang.Math.pow(r, mGamma);
        g = (float)java.lang.Math.pow(g, mGamma);
        b = (float)java.lang.Math.pow(b, mGamma);
    }

    r = (r * mOutWMinOutB) + mOutBlack;
    g = (g * mOutWMinOutB) + mOutBlack;
    b = (b * mOutWMinOutB) + mOutBlack;

    if (r < 0.f) r = 0.f;
    if (r > 255.f) r = 255.f;
    if (g < 0.f) g = 0.f;
    if (g > 255.f) g = 255.f;
    if (b < 0.f) b = 0.f;
    if (b > 255.f) b = 255.f;

    mOutPixels[i] = ((int)r) + (((int)g) << 8) + (((int)b) << 16)
                    + (mInPixels[i] & 0xff000000);
}

This code assumes a bitmap has been loaded and transferred to an integer array for processing. Assuming the bitmaps are already loaded, this is simple.

        mInPixels = new int[mBitmapIn.getHeight() * mBitmapIn.getWidth()];
        mOutPixels = new int[mBitmapOut.getHeight() * mBitmapOut.getWidth()];
        mBitmapIn.getPixels(mInPixels, 0, mBitmapIn.getWidth(), 0, 0,
                            mBitmapIn.getWidth(), mBitmapIn.getHeight());

Once the data is processed with the loop, putting it back into the bitmap to draw is simple.

        mBitmapOut.setPixels(mOutPixels, 0, mBitmapOut.getWidth(), 0, 0,
                             mBitmapOut.getWidth(), mBitmapOut.getHeight());

The full code of the application is around 232 lines when you include code to compute the constants for the filter kernel, manage the controls, and display the image. On the devices I have laying around this takes about 140-180ms to process an 800x423 image.

What if that is not fast enough?

Porting the kernel of this image processing to RS (available at android-renderscript-samples) is quite simple. The pixel processing kernel above, reimplemented for RS looks like:

void root(const uchar4 *in, uchar4 *out, uint32_t x, uint32_t y) {
    float3 pixel = convert_float4(in[0]).rgb;
    pixel = rsMatrixMultiply(&colorMat, pixel);
    pixel = clamp(pixel, 0.f, 255.f);
    pixel = (pixel - inBlack) * overInWMinInB;
    if (gamma != 1.0f)
        pixel = pow(pixel, (float3)gamma);
    pixel = pixel * outWMinOutB + outBlack;
    pixel = clamp(pixel, 0.f, 255.f);
    out->xyz = convert_uchar3(pixel);
}

It takes far fewer lines of code because of the built-in support for vectors of floats, matrix operations, and format conversions. Also note that there is no loop present.

The setup code is slightly more complex because you also need to load the script.

        mRS = RenderScript.create(this);
        mInPixelsAllocation = Allocation.createFromBitmap(mRS, mBitmapIn,
                                                          Allocation.MipmapControl.MIPMAP_NONE,
                                                          Allocation.USAGE_SCRIPT);
        mOutPixelsAllocation = Allocation.createFromBitmap(mRS, mBitmapOut,
                                                           Allocation.MipmapControl.MIPMAP_NONE,
                                                           Allocation.USAGE_SCRIPT);
        mScript = new ScriptC_levels(mRS, getResources(), R.raw.levels);

This code creates the RS context. It then uses this context to create two memory allocations to hold the RS copy of the bitmap data. Last, it loads the script to process the data.

Also in the source there are a few small blocks of code to copy the computed constants to the script when they change. Because we reflect the globals from the script this is easy.

        mScript.set_inBlack(mInBlack);
        mScript.set_outBlack(mOutBlack);
        mScript.set_inWMinInB(mInWMinInB);
        mScript.set_outWMinOutB(mOutWMinOutB);
        mScript.set_overInWMinInB(mOverInWMinInB);

Earlier we noted that there was no loop to process all the pixels. The RS code that processes the bitmap data and copies the result back looks like this:

        mScript.forEach_root(mInPixelsAllocation, mOutPixelsAllocation);
        mOutPixelsAllocation.copyTo(mBitmapOut);

The first line takes the script and processes the input allocation and places the result in the output allocation. It does this by calling the natively compiled version of the script above once for each pixel in the allocation. However, unlike the dalvik implementation, the primitives will automatically launch extra threads to do the work. This, combined with the performance of native code can produce large performance gains. I’ll show the results with and without the gamma function working because it adds a lot of cost.

800x423 image

DeviceDalvikRSGain
Xoom174ms39ms4.5x
Galaxy Nexus139ms30ms4.6x
Tegra 30 device136ms19ms7.2x

800x423 image with gamma correction

DeviceDalvikRSGain
Xoom994ms259ms3.8x
Galaxy Nexus787ms213ms3.7x
Tegra 30 device783ms104ms7.5x

These large gains represent a large return on the simple coding investment shown above.

Holo Everywhere

[This post is by Adam Powell, an Android Framework engineer who cares about style. —Tim Bray]

Android 4.0 showcases the Holo theme family, further refined since its debut in Android 3.0. But as most developers know, a new system theme for some Android devices isn’t a new or uncommon event. For developers new system themes mean more design targets for their apps. Using system themes means developers can take advantage of a user’s existing expectations and it can save a lot of production time, but only if an app designer can reliably predict the results. Before Android 4.0 the variance in system themes from device to device could make it difficult to design an app with a single predictable look and feel. We set out to improve this situation for the developer community in Ice Cream Sandwich and beyond.

Theme.Holo

If you’re not already familiar with Android’s style and theme system, you should read Styles and Themes before continuing.

Compatibility Standard

In Android 4.0, Holo is different. We’ve made the inclusion of the unmodified Holo theme family a compatibility requirement for devices running Android 4.0 and forward. If the device has Android Market it will have the Holo themes as they were originally designed.

This standardization goes for all of the public Holo widget styles as well. The Widget.Holo styles will be stable from device to device, safe for use as parent styles for incremental customizations within your app.

The Holo theme family in Android 4.0 consists of the themes Theme.Holo, Theme.Holo.Light, and Theme.Holo.Light.DarkActionBar. Examples of these themes in action are shown in the screenshots lining this post.

To use a Holo theme, explicitly request one from your manifest on your activity or application element, e.g. android:theme="@android:style/Theme.Holo". Your app will be displayed using the unmodified theme on all compatible Android 4.0 devices. The Holo themes may also be used as stable parent themes for app-level theme customizations.

What about device themes?

We have no desire to restrict manufacturers from building their own themed experience across their devices. In fact we’ve gone further to make this even easier. In Android 4.0’s API (level 14) we’ve added a new public theme family to complement the Holo family introduced in Android 3.0: DeviceDefault. DeviceDefault themes are aliases for the device’s native look and feel. The DeviceDefault theme family and widget style family offer ways for developers to target the device’s native theme with all customizations intact.

Theme.Holo.Light

Formally separating these theme families will also make future merges easier for manufacturers updating to a new platform version, helping more devices update more quickly. Google’s Nexus devices alias DeviceDefault to the unmodified Holo themes.

Making use of your chosen theme

We’ve added a number of theme attributes to report common metrics and color palette info to apps that want to fit in with a theme. These include highlight colors, default padding and margins for common UI elements such as list items, and more. Apps that wish to integrate with their chosen theme (both Holo and DeviceDefault included) can refer to these theme attributes as in the examples below:

Sample button with system-supplied touch highlight:

<ImageButton android:id="@+id/my_button"
    android:layout_width="wrap_content"
    android:layout_height="wrap_content"
    android:src="@drawable/button_icon"
    android:background="?android:attr/selectableItemBackground" />

Sample widget with a custom pressedHighlightColor attribute, value retrieved from the system theme:

<MyWidget android:layout_width="wrap_content"
    android:layout_height="wrap_content"
    myapp:pressedHighlightColor="?android:attr/colorPressedHighlight" />

Sample list item layout using system-supplied metrics and text appearance:

<LinearLayout android:layout_width="match_parent"
    android:layout_height="?android:attr/listPreferredItemHeight"
    android:paddingLeft="?android:attr/listPreferredItemPaddingLeft"
    android:paddingRight="?android:attr/listPreferredItemPaddingRight">
    <TextView android:id="@+id/text"
        android:textAppearance="?android:attr/textAppearanceListItem" />
    <!-- Other views here -->
</LinearLayout>

Theme.Holo.Light.DarkActionBar
(Available in API level 14 and above)

Defaults for Older Apps

If an app does not explicitly request a theme in its manifest, Android 4.0 will determine the default theme based on the app’s targetSdkVersion to maintain the app’s original expectations: For values less than 11, @android:style/Theme; between 11 and 13 @android:style/Theme.Holo; and for 14 and higher @android:style/Theme.DeviceDefault.

Using Holo while supporting Android 2.x

Most Android developers will still want to support 2.x devices for a while as updates and new devices continue to roll out. This doesn’t stop you from taking advantage of newer themes on devices that support them though. Using Android’s resource system you can define themes for your app that are selected automatically based on the platform version of the device it’s running on.

Theme.Holo and Theme.Holo.Light have been available since API level 11, but Theme.Holo.Light.DarkActionBar is new in API level 14.

res/values/themes.xml:

<resources>
    <style name="MyTheme" parent="@android:style/Theme">
        <!-- Any customizations for your app running on pre-3.0 devices here -->
    </style>
</resources>

res/values-v11/themes.xml:

<resources>
    <style name="MyTheme" parent="@android:style/Theme.Holo">
        <!-- Any customizations for your app running on devices with Theme.Holo here -->
    </style>
</resources>

Finally, in AndroidManifest.xml:

<!-- [...] -->
    <application android:name="MyApplication"
            android:label="@string/application_label"
            android:icon="@drawable/app_icon"
            android:hardwareAccelerated="true"
            android:theme="@style/MyTheme">
<!-- [...] -->

You can go as far with this idea as you like, up to and including defining your own theme attributes with different values across configurations for use in your other resources. To learn more about Android’s resource system, see Application Resources.

Final Thoughts

Android apps running on 4.0 and forward can use the Holo themes and be assured that their look and feel will not change when running on a device with a custom skin. Apps that wish to use the device’s default styling can do so using the DeviceDefault themes that are now in the public API. These changes let you spend more time on your design and less time worrying about what will be different from one device to another. Finally, Android’s resource system allows you to support features from the latest platform version while offering graceful fallback on older devices.

Watch out for XmlPullParser.nextText()

Jesse Wilson

[This post is by Jesse Wilson from the Dalvik team. —Tim Bray]

Using XmlPullParser is an efficient and maintainable way to parse XML on Android. Historically Android has had two implementations of this interface:

The implementation from Xml.newPullParser() had a bug where calls to nextText() didn’t always advance to the END_TAG as the documentation promised it would. As a consequence, some apps may be working around the bug with extra calls to next() or nextTag():

    public void parseXml(Reader reader)
            throws XmlPullParserException, IOException {
        XmlPullParser parser = Xml.newPullParser();
        parser.setInput(reader);

        parser.nextTag();
        parser.require(XmlPullParser.START_TAG, null, "menu");
        while (parser.nextTag() == XmlPullParser.START_TAG) {
            parser.require(XmlPullParser.START_TAG, null, "item");
            String itemText = parser.nextText();
            parser.nextTag(); // this call shouldn’t be necessary!
            parser.require(XmlPullParser.END_TAG, null, "item");
            System.out.println("menu option: " + itemText);
        }
        parser.require(XmlPullParser.END_TAG, null, "menu");
    }

    public static void main(String[] args) throws Exception {
        new Menu().parseXml(new StringReader("<?xml version='1.0'?>"
                + "<menu>"
                + "  <item>Waffles</item>"
                + "  <item>Coffee</item>"
                + "</menu>"));
    }

In Ice Cream Sandwich we changed Xml.newPullParser() to return a KxmlParser and deleted our ExpatPullParser class. This fixes the nextTag() bug. Unfortunately, apps that currently work around the bug may crash under Ice Cream Sandwich:

org.xmlpull.v1.XmlPullParserException: expected: END_TAG {null}item (position:START_TAG <item>@1:37 in java.io.StringReader@40442fa8) 
     at org.kxml2.io.KXmlParser.require(KXmlParser.java:2046)
     at com.publicobject.waffles.Menu.parseXml(Menu.java:25)
 at com.publicobject.waffles.Menu.main(Menu.java:32)

The fix is to call nextTag() after a call to nextText() only if the current position is not an END_TAG:

  while (parser.nextTag() == XmlPullParser.START_TAG) {
      parser.require(XmlPullParser.START_TAG, null, "item");
      String itemText = parser.nextText();
      if (parser.getEventType() != XmlPullParser.END_TAG) {
          parser.nextTag();
      }
      parser.require(XmlPullParser.END_TAG, null, "item");
      System.out.println("menu option: " + itemText);
  }

The code above will parse XML correctly on all releases. If your application uses nextText() extensively, use this helper method in place of calls to nextText():

  private String safeNextText(XmlPullParser parser)
          throws XmlPullParserException, IOException {
      String result = parser.nextText();
      if (parser.getEventType() != XmlPullParser.END_TAG) {
          parser.nextTag();
      }
      return result;
  }

Moving to a single XmlPullParser simplifies maintenance and allows us to spend more energy on improving system performance.

Android 4.0.3 Platform and Updated SDK tools

Today we are announcing Android 4.0.3, an incremental release of the Android 4.0 (Ice Cream Sandwich) platform. The new release includes a variety of optimizations and bug fixes for phones and tablets, as well as a small number of new APIs for developers. The new API level is 15.

Some of the new APIs in Android 4.0.3 include:

Social stream API in Contacts provider: Applications that use social stream data such as status updates and check-ins can now sync that data with each of the user’s contacts, providing items in a stream along with photos for each. This new API lets apps show users what the people they know are doing or saying, in addition to their photos and contact information.

Calendar provider enhancements. Apps can now add color to events, for easier tracking, and new attendee types and states are now available.

New camera capabilities. Apps can now check and manage video stabilization and use QVGA resolution profiles where needed.

Accessibility refinements. Improved content access for screen readers and new status and error reporting for text-to-speech engines.

Incremental improvements in graphics, database, spell-checking, Bluetooth, and more.

For a complete overview of what’s new in the platform, see the Android 4.0.3 API Overview.

Going forward, we’ll be focusing our partners on Android 4.0.3 as the base version of Ice Cream Sandwich. The new platform will be rolling out to production phones and tablets in the weeks ahead, so we strongly encourage you to test your applications on Android 4.0.3 as soon as possible.

We would also like to remind developers that we recently released new version of the SDK Tools (r16) and of the Eclipse plug-in (ADT 16.0.1). We have also updated the NDK to r7.

Visit the Android Developers site for more information about Android 4.0.3 and other platform versions. To get started developing or testing on the new platform, you can download it into your SDK using the Android SDK Manager.

Introducing Android Training

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

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

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

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

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

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

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