Re: [android-developers] How to make an Android app which cannot be deleted event after hard reset

2017-02-13 Thread 'Jean-Baptiste Queru' via Android Developers
You can't, because this violates software layering: you can't have something 
built on top of an OS whose behaviors survive the installation of another OS. 
Software that accomplishes what you want would have to be much much lower in 
the stack, and would frankly be a very bad idea. JBQ
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[yo/jbq]

Architect, Mobile Excellence and Processes, Yahoo

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On Sunday, February 12, 2017 7:38 AM, Doguparthi naga sudhir 
 wrote:
 

 

Hi everyone,
               we are making an Anti-Theft Android Solution where we make an 
android application, but we want it to undeletable even after hard resetting 
the phone or flashing a new rom.               how to make such application.

          Thanks in advance.

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Re: [android-developers] No Real Persistent Background Work? Pathetic Google -.-

2017-02-13 Thread 'Jean-Baptiste Queru' via Android Developers
I'm assuming that you have an explicit and strong reason to stay away from GCM 
or Firebase.
Two aspects:
-In any mobile environment, you absolutely have to be able to deal with 
situations where sockets get closed on you anyway, and not have connectivity 
for a while. If you want to match GCM or Firebase on robustness, you also need 
to survive a phone reboot. If you have code for that, you shouldn't have much 
trouble surviving a situation where a sticky service gets killed and restarted.
-Also, the best way for long-lived stuff to survive for a while is to put your 
service in a separate process, while keeping the RAM usage there to a bare 
minimum (which implies e.g. that your Application object has to be very 
lightweight, at least in the case where you have no Activity in the process).
JBQ
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Jean-Baptiste M. "JBQ" QuéruArchitect, Mobile Excellence and Processes, 
YahooSent from Yahoo Mail 

On Monday, February 13, 2017 1:32 PM, Android Developer 
 wrote:
 

 Ok ideally here what Google Do.'You know what? you want you'r own 
implementation of Firebase and GCM,well hell no you will not get that,use 
Firebase or GCM and don't trip'.
If we try to collapse this into meaningful sentence :D then we will get the 
next view : 
Lately i have been on development of own implementation of sockets connections 
to the server for the simple incoming messages logic.I am using the Socket IO 
for both :  android and server side and everything just working like a pure 
perfection unlessfake 'background' Task service is coming up.
Here is the issue. I am opening connection to the server in service,i start 
service in any way possible (Start sticky,start not sticky and etc.) but the 
funny part is thatwhenever the application is killed,the socket connection get 
disconnected and after digging a lot i found out that Google actually lies to 
us telling that SERVIE can be separataly and/or be alive even if application is 
killed. No way it can be that easy,as the Socke IO uses the thread under which 
it is created,and the actual thread was the Service Background Thread which i 
implemented,so the application is killed and BOOm service only been some 
pathethic idea.Ideally it would be perfect to let the developers decide whether 
they want to use you'r slow dumb Firebase and GCM or no  -.- and give 
opportunities for such implementations.
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Re: [android-developers] Android Webview Url loading Issue

2016-09-26 Thread 'Jean-Baptiste Queru' via Android Developers
Spaces aren't legal characters in URIs, even though many tools accept them. You 
should URI-encode them. While this is not a fully scalable solution for all 
types of characters that might appear in a URI and cause problems, replacing 
all spaces in a URI with %20 is likely to solve your immediate problem without 
causing too many harmful effects.
JBQ
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On Monday, September 26, 2016 11:42 AM, Ankit Gupta 
 wrote:
 

 I am using webview in android, and I am not able to load url which is having 
white space in url like (https://s3-ap-southeast-1.amazonaws.com/Test 
Folder/temp file.html )or 
(https://s3-ap-southeast-1.amazonaws.com/Test+Folder/temp+file.html) in 
webview. When I am trying to use this url it says No Preview available, while 
without space or without plus symbol url's are working properly. While these 
type url's are working on chrome browser. So how can I load these url's inside 
android app webview.
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Re: [android-developers] Why won't my app work on devices running 6.0?

2016-05-25 Thread 'Jean-Baptiste Queru' via Android Developers
The biggest problem you can have running on 6.0 is expecting that your app has 
all the permissions it requests, whereas starting with 6.0 the user can revoke 
some of those permissions, even if you target an earlier version.
That is a great opportunity to ask yourself for every single permission you 
request: "Can I justify to the end-user which exact functionality is associated 
with this permission?"
As a smaller problem, 6.0 introduces more possible density values for 
supported-screens (360 and 420). If you use it anyway in spite of all the 
warnings, you probably know about it, and probably already know how to fix it.
As you work toward fixing those, you'll probably need to compile against the 
6.0 SDK itself. In turn, that means that some deprecated APIs will disappear 
(Apache HTTP stack). If you can't refactor your code to use a more modern HTTP 
implementation, there's an official documented workaround (but I don't remember 
the URI off-hand).
JBQ

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Mail 

On Thursday, May 19, 2016 7:26 AM, "michael_be...@trimble.com" 
 wrote:
 

 I have built an app using the 5.1 SDK and it is having problems running on 6.0 
devices. Any suggestions or fixes?-- 
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Re: [android-developers] Android dialer app license

2016-05-03 Thread 'Jean-Baptiste Queru' via Android Developers
Odd, somehow the Dialer directory doesn't contain the customary NOTICE and 
MODULE_LICENSE_APACHE2 files that are included in most Android directories. 
Likely an oversight from Google, most probably when Dialer got split off from 
Contacts. Oops, I guess I deserve some of that blame.
Individual files appear to be marked with an Apache2 header, the same as the 
rest of Android, which contains the license information you need.
JBQ
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On Tuesday, May 3, 2016 6:40 AM, Philipp K  wrote:
 

 Hello folks,
google made the source code of their dialer app publicly available here: 
https://android.googlesource.com/platform/packages/apps/Dialer/
Now I am working on a similar application for University, but we do focus on 
some speech signal processing for medical research, and do not want to 
implement the whole telephone application first. My question is: Can I make use 
of this source code, modify it, and create my own application from it?
I would make it clearly visible which code is taken from Google, and would not 
want to monetize the application in any way. However, I am not sure if I am 
allowed to make use of this code.
Thank you very much for your help!
Philipp-- 
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Re: [android-developers] Screen on event

2016-04-25 Thread 'Jean-Baptiste Queru' via Android Developers
http://developer.android.com/reference/android/content/Intent.html#ACTION_SCREEN_ON
Using this is probably a bad idea, though, as it requires that you keep a 
Service running at least while the screen is off, which in turn uses RAM, which 
in turn might cause other services to get bumped from memory (or yours for that 
matter), which in turn uses CPU to restart those services, which in turn 
reduces battery life.
For having unfortunately one such use case in one of the apps I work on, my 
recommendation is at least to move the service in question into its own process 
and to keep its code as lightweight as possible. Still, you're likely to eat 
3-4MB of RAM.
JBQ
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On Sunday, April 24, 2016 2:21 AM, chen Simon 
 wrote:
 

  How can I know if the screen is turned on due to user's pressing power button 
or other event like incoming call? Thanks for your help.-- 
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Re: [android-developers] Must Enable Location to use Bluetooth and WiFi Background Scanning: Android API 23 Hardware Identifiers Changes

2016-04-25 Thread 'Jean-Baptiste Queru' via Android Developers
Those BT and WiFi APIs are used to determine proximity between devices, i.e. 
location, so it's expected that they are also tied to location as a baseline.
JBQ
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On Saturday, April 23, 2016 5:10 PM, Nancy G  wrote:
 

 According to the changelog:

To provide users with greater data protection, starting in this release, 
Android removes programmatic access to the device’s local hardware identifier 
for apps using the Wi-Fi and Bluetooth APIs. The WifiInfo.getMacAddress() and 
theBluetoothAdapter.getAddress() methods now return a constant value of 
02:00:00:00:00:00.
To access the hardware identifiers of nearby external devices via Bluetooth and 
Wi-Fi scans, your app must now have theACCESS_FINE_LOCATION or 
ACCESS_COARSE_LOCATION permissions:   
   - WifiManager.getScanResults()
   
   - BluetoothDevice.ACTION_FOUND
   
   - BluetoothLeScanner.startScan()
Note: When a device running Android 6.0 (API level 23) initiates a background 
Wi-Fi or Bluetooth scan, the operation is visible to external devices as 
originating from a randomized MAC address.

Am I correct in understanding that now every app that should be granted 
Bluetooth permission will now require location permission as well, defeating 
the purpose of granular permissions?
Is there some other way to allow Bluetooth permission without requiring a user 
to grant my app location permission? My app wouldn't require location 
permission if not for this change, so I would want to make sure if it ever does 
access location, that it can only do so when the app is active. Won't I still 
be able to access location info when the app isn't being used?-- 
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Re: [android-developers] users able to download older apk version

2016-04-05 Thread 'Jean-Baptiste Queru' via Android Developers
 blockquote, div.yahoo_quoted { margin-left: 0 !important; border-left:1px 
#715FFA solid !important; padding-left:1ex !important; background-color:white 
!important; }  Assuming that the new APK is available to the same users as the 
old one, there are several scenarios that can cause what you're seeing. Some 
examples:
-Users who had downloaded the old version but not launched it yet.

-Users who have the old version installed, and clear your app's data.

-Users who have the old version on a device, do a factory reset, and restore 
from backup.
-Users who have the old version installed on one device, set up a new phone, 
and set it up from backup.

-Users who install from other channels, where the new version might not be 
available yet.

JBQ
--Jean-Baptiste M. "JBQ" QuéruMobile Excellence Architect, YahooSent from the 
Yahoo Mail app

On Tuesday, April 5, 2016, 2:14 AM, Philip Yong  wrote:

 Hi, I see from my database there are still many people able to download an 
older version of my apk. Not too sure what's happening. latest apk was released 
100% for a few days already

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Re: [android-developers] How are big android applications managaging and optimizing network calls specially for poor networks like 2g ?

2016-01-13 Thread 'Jean-Baptiste Queru' via Android Developers
 blockquote, div.yahoo_quoted { margin-left: 0 !important; border-left:1px 
#715FFA solid !important;  padding-left:1ex !important; background-color:white 
!important; }  Your biggest problem on a 2G network might actually be latency. 
Resolving DNS, establishing a TCP connection, negotiating TLS and issuing a 
first HTTP request will take a while (likely around 2 seconds, maybe more if 
the underlying network connection needs to be established), which means that:
-You need to run all your network requests through a single socket, i.e. to a 
single host.

-You need to open a network connection as soon as the app starts, but you 
shouldn't rely on getting any response before displaying a meaningful UI, not 
even an HTTP 304.
-For ultimate optimization, you'll need to embed a QUIC stack into your app, 
but that's heavy engineering, and the binary size might be prohibitive if your 
users need to download you app over a slow connection.
Your next problem is throughput.
-Obviously, your content needs to be put on a diet.
-Be very careful about the size of your HTTP headers (request and response).
-If you're targeting users with network throughputs ranging from 100 kbps to 
100 Mbps, you might need to look into serving different content (or different 
variants).
-On slower connections, there's a good chance that your bandwidth-delay product 
is low, such that a single socket is likely to be able to saturate the link. 
Multiple sockets are likely to compete for resources and end up slower.
-Beyond that, you have to be able to measure your content and optimize the 
heavier parts.
-Truly adaptive content is surprisingly hard at scale, typically because most 
optimizations are beneficial in all circumstances, not just on slow links. 
Chances are, the result will boil down to disabling videos entirely and having 
a few buckets (probably between 3 and 5) for image quality.
-Pay very close attention to your ads. They should represent a nominal increase 
in your payload size, and never be as large as (or larger than) your actual 
content.
There's a risk that your users have per-byte charges, such that 
downloading/prefetching in the background might not be an option. Also, slow 
connections tend to drain the battery the most (on a per-byte basis).
Also, to keep in mind: on a slow link, a predictable progress bar helps the 
user experience a lot. That's easier on a solid connection (e.g. steady 2G) 
than on a bursty connection (e.g. congested 3G).
Finally, in an Android-specific way, consider building multiple APKs that each 
target fewer devices. You can typically split by density, and by CPU 
architecture (if you use the NDK).
JBQ
--Jean-Baptiste M. "JBQ" QuéruMobile Excellence Architect, YahooSent from the 
Yahoo Mail app

On Monday, January 11, 2016, 5:19 PM, Anshul Jain  
wrote:

Today most of the applications use internet in some way or the other. But in a 
country like India, network is the one of the major issues for most of the 
users. Most  Indian users are still on mobile networks rather than Wifi. Even 
networks like 3g tend  to be very slow. So in this scenario, how do the big and 
most widely used android applications which perform extensive network 
operations work  and optimize their network calls?

I am working on a news reading application which contains news content, news 
image and also advertisements. Now if the network connection is not good, then 
it gives a bad experience to the user. So before making requests, I want to 
determine the connectivity of the user in real time. And based on the network 
type, I want to enable or disable some of the content. 

Android provides a class Networkinfo which can be used to determine the type 
and subtype of the current network based on which we can categorize the network 
as WIFI, 3g , 2g etc . But this information doesn't practically help in real 
time because even a Wifi network can be slow sometimes. I came upon a class 
from Facebook Connection Class which helps to determine the speed of the 
internet based on the actual transfer of the data. Based on this library the 
connection can be classified into four categories like POOR ( < 150 kbps ), 
MODERATE ( 150 - 550 kbps ), GOOD ( 550 - 2000 kbps ) and EXCELLENT  ( > 2000 
kbps ). Now this solutions seems to little more practical and I intend on 
including this in my application.

Before plunging into any implementation, I want to know how other applications 
which have huge network calls optimize their operations for poor networks ? Any 
references would be really helpful.


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Re: [android-developers] Game not playing on some compatiable devices

2016-01-12 Thread 'Jean-Baptiste Queru' via Android Developers
There are many devices out there with screens below 320 dpi. Even if your app 
is phone-only, there are many hdpi phones out there (240 dpi) 
(480*{800,848,854}), and mdpi isn't quite dead yet (160 dpi).
Chances are, an issue very directly related to the screen density would affect 
all such devices, and therefore more than 3 device models. I suspect that your 
issue is not so directly related to the screen density, but to something more 
subtle.
JBQ
--Jean-Baptiste M. "JBQ" QuéruMobile Excellence Architect, YahooSent from the 
Yahoo Mail app

On Monday, January 11, 2016, 5:19 PM, Terry Hess  
wrote:

I got a couple bad reviews saying my game stops playing on their devise. After 
looking at the devises with bad reviews the only thing they have in common is 
the dpi. The three devices with bad reviews have a dpi lower than 320. I have a 
lot of good reviews and all of the devises have a dpi of 320 or higher. My 
question is would the dpi of the devise affect the games play ability?


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