Friday, October 30, 2015

New Course on Developing Android Apps for Google Cast and Android TV

Posted by Josh Gordon, Developer Advocate



Go where your users are: the living room! Google Cast lets users stream their favorite apps from Android, iOS and the Web right onto their TV. Android TV turns a TV into an Android device, only bigger!







We've partnered with Udacity to launch a new online course - Google Cast and Android TV Development. This course teaches you how to extend your existing Android app to work with these technologies. It’s packed with practical advice, code snippets, and deep dives into sample code.



You can take advantage of both, without having to rewrite your app. Android TV is just Android on a new form factor, and the Leanback library makes it easy to add a big screen and cinematic UI to your app. Google Cast comes with great samples and guides to help you get started. Google also provides the Cast Companion Library, which makes it faster and easier to add cast to your Android app.



This class is part of our larger series on Ubiquitous Computing across other Google platforms, including Android Wear, and Android Auto. Designed as short, standalone courses, you can take any on its own, or take them all!



Get started now and try it out at no cost, your users are waiting!






Thursday, October 29, 2015

Learn top tips from Kongregate to achieve success with Store Listing Experiments

Posted by Lily Sheringham, Developer Marketing at Google Play


Editor’s note: This is another post in our series featuring tips from developers finding success on Google Play. We recently spoke to games developer Kongregate, to find out how they use Store Listing Experiments successfully. - Ed.



With Store Listing Experiments in the Google Play Developer Console, you can conduct A/B tests on the content of your store listing pages. Test versions of the text and graphics to see which ones perform best, based on install data.



Kongregate increases installs by 45 percent with Store Listing Experiments



Founded in 2006 by brother and sister Jim and Emily Greer, Kongregate is a leading mobile games publisher specializing in free to play games. Kongregate used Store Listing Experiments to test new content for the Global Assault listing page on Google Play. By testing with different audience sizes, they found a new icon that drove 92 percent more installs, while variant screenshots achieved an impressive 14 percent improvement. By picking the icons, screenshots, and text descriptions that were the most sticky with users, Kongregate saw installs increase by 45 percent on the improved page.



Kongregate’s Mike Gordon, VP of Publishing; Peter Eykemans, Senior Producer; and Tammy Levy, Director of Product for Mobile Games, talk about how to successfully optimise mobile game listings with Store Listing Experiments.







Kongregate’s tips for success with Store Listing Experiments



Jeff Gurian, Sr. Director of Marketing at Kongregate also shares his do’s and don’ts on how to use experiments to convert more of your visitors, thereby increasing installs. Check them out below:
























Do’s Don’ts
Do start by testing your game’s icon. Icons can have the greatest impact (positive or negative) on installs — so test early! Don’t test too many variables at once. It makes it harder to determine what drove results. The more variables you test, the more installs (and time) you’ll need to identify a winner.
Do have a question or objective in mind when designing an experiment. For example, does artwork visualizing gameplay drive more installs than artwork that doesn’t? Don’t test artwork only. Also test screenshot ordering, videos, and text to find what combinations increase installs.
Do run experiments long enough to achieve statistical significance. How long it takes to get a result can vary due to changes in traffic sources, location of users, and other factors during testing. Don’t target too small an audience with your experiment variants. The more users you expose to your variants, the more data you collect, the faster you get results!
Do pay attention to the banner, which tells you if your experiment is still “in progress.” When it has collected enough data, the banner will clearly tell you which variant won or if it was a tie. Don’t interpret a test where the control attribute performs better than variants as a waste. You can still learn valuable lessons from what “didn’t work.” Iterate and try again!




Learn more about how Kongregate optimized their Play Store listing with Store Listing Experiments. Learn more about Google Play products and best practices to help you grow your business globally.



Wednesday, October 28, 2015

Introducing a New Course on Developing Android Apps for Auto

Posted by Wayne Piekarski, Developer Advocate



Android Auto brings the Android platform to the car in a way that’s optimized for the driving experience, allowing the user to keep their hands on the wheel, and their eyes on the road. To learn how to extend your existing media and messaging apps to work within a car, we collaborated with Udacity to introduce a new course on Ubiquitous Computing with Android Auto.






Designed by Developer Advocates from Google, the course shows you how to take advantage of your existing Android knowledge to work on this new platform. The best part is that Android Auto is based on extensions to the regular Android framework, so you don't need to rewrite your existing apps to support it. You'll learn how to implement messaging apps, by using Notification extensions. You'll also learn how audio players just work on Android Auto when you use the Android media APIs. In both cases, we work through some simple Android samples, and then show what changes are needed to extend them for Android Auto. Finally, we show a complete music playing sample, and how it works across other platforms like Android Wear.



If you have an interest in Android-based messaging or media apps, then you need to learn about Android Auto. Users want to be able to take their experience to other places, such as their cars, and not just on their phones. Having Auto support will allow you to differentiate your app, and give users another reason to try it.



This class is part of our larger series on Ubiquitous Computing across Google platforms, such as Android Wear, Android Auto, Android TV, and Google Cast. Designed as short, standalone courses, you can take any course on its own, or take them all! The Android Auto platform is a great opportunity to add functionality that will distinguish your app from others. This Udacity course will get you up to speed quickly with everything you need to get started.



Get started now and try it out at no cost, your users are waiting!



Tuesday, October 27, 2015

New in Android Samples: Authenticating to remote servers using the Fingerprint API

Posted by Takeshi Hagikura, Yuichi Araki, Developer Programs Engineer



As we announced in the previous blog post, Android 6.0 Marshmallow is now publicly available to users. Along the way, we’ve been updating our samples collection to highlight exciting new features available to developers.



This week, we’re releasing AsymmetricFingerprintDialog, a new sample demonstrating how to securely integrate with compatible fingerprint readers (like Nexus Imprint) in a client/server environment.



Let’s take a closer look at how this sample works, and talk about how it complements the FingerprintDialog sample we released earlier during the public preview.



Symmetric vs Asymmetric Keys



The Android Fingerprint API protects user privacy by keeping users’ fingerprint features carefully contained within secure hardware on the device. This guards against malicious actors, ensuring that users can safely use their fingerprint, even in untrusted applications.



Android also provides protection for application developers, providing assurances that a user’s fingerprint has been positively identified before providing access to secure data or resources. This protects against tampered applications, providing cryptographic-level security for both offline data and online interactions.



When a user activates their fingerprint reader, they’re unlocking a hardware-backed cryptographic vault. As a developer, you can choose what type of key material is stored in that vault, depending on the needs of your application:




  • Symmetric keys: Similar to a password, symmetric keys allow encrypting local data. This is a good choice securing access to databases or offline files.

  • Asymmetric keys: Provides a key pair, comprised of a public key and a private key. The public key can be safely sent across the internet and stored on a remote server. The private key can later be used to sign data, such that the signature can be verified using the public key. Signed data cannot be tampered with, and positively identifies the original author of that data. In this way, asymmetric keys can be used for network login and authenticating online transactions. Similarly, the public key can be used to encrypt data, such that the data can only be decrypted with the private key.



This sample demonstrates how to use an asymmetric key, in the context of authenticating an online purchase. If you’re curious about using symmetric keys instead, take a look at the FingerprintDialog sample that was published earlier.



Here is a visual explanation of how the Android app, the user, and the backend fit together using the asymmetric key flow:





1. Setting Up: Creating an asymmetric keypair



First you need to create an asymmetric key pair as follows:



KeyPairGenerator.getInstance(KeyProperties.KEY_ALGORITHM_EC, "AndroidKeyStore");
keyPairGenerator.initialize(
new KeyGenParameterSpec.Builder(KEY_NAME,
KeyProperties.PURPOSE_SIGN)
.setDigests(KeyProperties.DIGEST_SHA256)
.setAlgorithmParameterSpec(new ECGenParameterSpec("secp256r1"))
.setUserAuthenticationRequired(true)
.build());
keyPairGenerator.generateKeyPair();


Note that .setUserAuthenticationRequired(true) requires that the user authenticate with a registered fingerprint to authorize every use of the private key.

Then you can retrieve the created private and public keys with as follows:




KeyStore keyStore = KeyStore.getInstance("AndroidKeyStore");
keyStore.load(null);
PublicKey publicKey =
keyStore.getCertificate(MainActivity.KEY_NAME).getPublicKey();

KeyStore keyStore = KeyStore.getInstance("AndroidKeyStore");
keyStore.load(null);
PrivateKey key = (PrivateKey) keyStore.getKey(KEY_NAME, null);


2. Registering: Enrolling the public key with your server



Second, you need to transmit the public key to your backend so that in the future the backend can verify that transactions were authorized by the user (i.e. signed by the private key corresponding to this public key).
This sample uses the fake backend implementation for reference, so it mimics the transmission of the public key, but in real life you need to transmit the public key over the network.



boolean enroll(String userId, String password, PublicKey publicKey);


3. Let’s Go: Signing transactions with a fingerprint



To allow the user to authenticate the transaction, e.g. to purchase an item, prompt the user to touch the fingerprint sensor.





Then start listening for a fingerprint as follows:



Signature.getInstance("SHA256withECDSA");
KeyStore keyStore = KeyStore.getInstance("AndroidKeyStore");
keyStore.load(null);
PrivateKey key = (PrivateKey) keyStore.getKey(KEY_NAME, null);
signature.initSign(key);
CryptoObject cryptObject = new FingerprintManager.CryptoObject(signature);

CancellationSignal cancellationSignal = new CancellationSignal();
FingerprintManager fingerprintManager =
context.getSystemService(FingerprintManager.class);
fingerprintManager.authenticate(cryptoObject, cancellationSignal, 0, this, null);


4. Finishing Up: Sending the data to your backend and verifying



After successful authentication, send the signed piece of data (in this sample, the contents of a purchase transaction) to the backend, like so:



Signature signature = cryptoObject.getSignature();
// Include a client nonce in the transaction so that the nonce is also signed
// by the private key and the backend can verify that the same nonce can't be used
// to prevent replay attacks.
Transaction transaction = new Transaction("user", 1, new SecureRandom().nextLong());
try {
signature.update(transaction.toByteArray());
byte[] sigBytes = signature.sign();
// Send the transaction and signedTransaction to the dummy backend
if (mStoreBackend.verify(transaction, sigBytes)) {
mActivity.onPurchased(sigBytes);
dismiss();
} else {
mActivity.onPurchaseFailed();
dismiss();
}
} catch (SignatureException e) {
throw new RuntimeException(e);
}


Last, verify the signed data in the backend using the public key enrolled in step 2:



@Override
public boolean verify(Transaction transaction, byte[] transactionSignature) {
try {
if (mReceivedTransactions.contains(transaction)) {
// It verifies the equality of the transaction including the client nonce
// So attackers can't do replay attacks.
return false;
}
mReceivedTransactions.add(transaction);
PublicKey publicKey = mPublicKeys.get(transaction.getUserId());
Signature verificationFunction = Signature.getInstance("SHA256withECDSA");
verificationFunction.initVerify(publicKey);
verificationFunction.update(transaction.toByteArray());
if (verificationFunction.verify(transactionSignature)) {
// Transaction is verified with the public key associated with the user
// Do some post purchase processing in the server
return true;
}
} catch (NoSuchAlgorithmException | InvalidKeyException | SignatureException e) {
// In a real world, better to send some error message to the user
}
return false;
}


At this point, you can assume that the user is correctly authenticated with their fingerprints because as noted in step 1, user authentication is required before every use of the private key. Let’s do the post processing in the backend and tell the user that the transaction is successful!



Other updated samples


We also have a couple of Marshmallow-related updates to the Android For Work APIs this month for you to peruse:



  • AppRestrictionEnforcer and AppRestrictionSchema
    These samples were originally released when the App Restriction feature was introduced as a part of Android for Work API in Android 5.0 Lollipop. AppRestrictionEnforcer demonstrates how to set restriction to other apps as a profile owner. AppRestrictionSchema defines some restrictions that can be controlled by AppRestrictionEnforcer. This update shows how to use 2 additional restriction types introduced in Android 6.0.


  • We hope you enjoy the updated samples. If you have any questions regarding the samples, please visit us on our GitHub page and file issues or send us pull requests.