Friday, October 18, 2013

Android 4.4 KitKat May Be Dominated By The 'Google Experience'



Today`s hot topic, everyone wanted to know, what will the next step of android, If we piece together some of the rumors swirling around what Android 4.4 will entail and combine it with what we know about how Google has been updating Android and its pertinent features over the last year, we get a pretty good idea. 
It leads us to a new Android experience. What some people are calling “the Google Experience.”

Waiting For The Big Android Update

Android 4.4 KitKat is expected to be announced by the end of October. The hype cycle is beginning to hit full tilt as stream of leaks and rumors illuminate what Google will unveil the next version of Android and the flagship smartphone that will accompany it, the Nexus 5.
KitKat will be the first new named version of Android in more than a year since Jelly Bean 4.1 was introduced at Google’s I/O developer conference in the spring of 2012. Google has offered up two updates to Android since then—versions 4.2 and 4.3—that have both been rolled up in the Jelly Bean moniker. Now that Google is almost ready to unveil the “K” desert version of Android (Google normally names each new version of the operating system after sweet treats in alphabetical order), users, developers, manufacturers and consumers are expecting a lot.
The last two versions of Jelly Bean haven’t given us a ton to be excited about. The biggest feature in version 4.3 was the integration of Bluetooth Low Energy to the Android hardware specification along with OpenGL for Embedded Systems. These are good updates for app developers out there but leave much to be desired for users that are looking for a fresh coat of paint and improved user experience. 

The Google Experience

In that vein, the rumor mill points towards a major feature that will change some of the fundamental usability of Android: the “Google Experience.” 
Source: Android Police
The Google Experience Launcher is rumored to be a hub launcher for Google apps and widgets on Android devices. Google Experience will be a form of launcher within Android that will not be tied specifically to version 4.4 KitKat but will rather be an app through the Google Play app store that will be compatible with devices running Android back to version 2.2 Froyo. 
A launcher is also known in general terms as a “skin” but the terms are not mutually exclusive. The Google Experience Launcher is rumored by the blog Android Police to be a widget that live on the Android homescreen in which Google features like Search and Google Now are heavily integrated, can read the data within the widget and update itself. A launcher would also control aspects such as app folders and homescreens (which are rumored to be infinite instead of limited to five as they are in current builds of Android).
What would Google Experience mean for Android users? Speculation is that KitKat 4.4 will enable support for lower-end Android devices. Google Experience would likely be the vehicle for that. 
If you have been following the evolution of Android as an operating system, you will note that the Google has made some pretty significant changes to how Android works on a smartphone. In the past, Google used to tie almost all of the functionality of its own apps to the Android kernel. That meant developers and consumers would need a certain version of Android to get new features. Wanted the latest update to the Google Play app store (formerly Android Market)? You needed to update your Android software. How about the latest APIs and user interface in Google Maps and Navigation? Update Android. Gmail, Calendar, Talk (now Hangouts) or any other Google service? It was tied to the Android kernel.
Google changed all of that with the release of Android 4.1 Jelly Bean, decoupling its own apps from the Android operating system. Instead of being tied to Android, features and APIs like Maps either stand alone as their own apps that live in the Google Play store and/or are tied to what is called Google Play Services.

Google Experience As A Front-End Extension Of Google Play Services

Google Play Services is what is known in the computing world as a “shim.” Here is the definition of a shim, from Wikipedia:
In computer programming, a shim (from shim) or shiv is a small library that transparently intercepts an API and changes the parameters passed, handles the operation itself, or redirects the operation elsewhere. Shims typically come about when the behavior of an API changes, thereby causing compatibility issues for older applications which still rely on the older functionality. In such cases, the older API can still be supported by a thin compatibility layer on top of the newer code. Web polyfills are a related concept. Shims can also be used for running programs on different software platforms than they were developed for.
In Android, Google Play Services is a stand-alone app that runs in the background. It updates itself with functionality directly from Google without the user doing anything. It downloads its own code and enacts its own functionality. For example, if there is an update to the Google Play Store or Maps, it is downloaded and implemented through Google Play Services. 
If the Google Experience is really going to be a primary feature in KitKat 4.4, as the rumors say it will, then what Google is doing is giving Google Play Services a front-end user interface for Android devices. 
By extension, the Google Experience can be transported back to older versions of Android. If we look at the definition of a shim in that, “the older API can still be supported by a thin compatibility layer on top of the new code” then it is possible for Google to bring just about all of the Android features and functionality that are not explicitly tied to hardware back to any phone running a previous version of Android. 
 Suhan  Gorya

Android 4.4 KitKat release date expected on October 28: Top features, Suhan Gorya



latest on news: check the date below


Here something interesting is in waiting, Finally after a long wait there seems to be some hope that Android 4.4 KitKat release date is set for October 28. The new version will come with top features and will further enrich Android OS.  
The frenzy-awaited Android 4.4 KitKat gets official release date. It is likely to go public on Oct. 28, just around the date we got Android 4.2 JB update last year (Oct. 29). Though Google surfaced codename of the next Android update, the company has for the first time shared a clue on its release date through a funny teaser via Twitter.
KitKat has shared a teaser image that just scribbles “THIS IS IT” in the central part and “Have a Break, Have a KitKat” in the bottom. Though the teaser doesn’t explicitly mention the release date, the words “THIS IS IT” tell everything, referring to Oct. 28 release as Michael Jackson’s popular film of the same title was released on Oct. 29 back in 2009.
It means that we are most likely to get the next Android version released on Oct. 28. The new software update, as anticipated, will be premiering in the next Google Nexus 5, which is reportedly under making at LG, developer of the last year Nexus 4 as well. Alongside Nexus 5, Google may also surface its next edition Nexus 10 with the KitKat under the hood.
KitKat is going to be one of the most radical versions of Android mobile OS. In battle to the iOS 7 and Windows Phone 8.1, Google might design it as a feature-rich alternative with a lot of exciting features and upgrades. One most important thing expected for the KitKat is its ability to support all devices even including the ones with basic and meager specs.
As you will simple guess, the name KitKat derives from Nestle’s chocolate bars of the same name. Google has struck a deal with Nestle to name its next Android version so as part of a mutual product marketing campaign.
 Suhan Gorya

Thursday, October 17, 2013

Full Tutorial on android application developer by Suhan Gorya

Suhan Gorya

This time i come with the tutorial, about how to make new Android application,
if any problem or error occurred during the programming tutorial, just tell me or E-mail  me, will reply you with solution. 
so now try it, surely you will feel good to be application developer, here is the steps, simply follow the tutorial given as:

 

1. What You Need to Begin


Because Android applications run within the Dalvik VM, you can write them on any platform that
supports the developer tools. This currently includes the following

a. Microsoft Windows (XP or later)
b. Mac OS X 10.5.8 or later (Intel chips only)
c. Linux (including GNU C Library 2.7 or later)

2. To get started, you’ll need to download and install the following:


1.The Android SDK starter package
2.Java Development Kit (JDK) 5 or 6 

You can download the latest JDK from Sun at http://java.sun.com/javase/downloads/index.jsp.


3. Downloading and Installing the Android SDK


There’s no cost to download or use the API, and Google doesn’t require your application to pass a review to distribute your finished programs on the Google Play Store. Although the Google PlayStore requires a small one-time fee to publish applications, if you chose not to distribute via the Google Play Store, you can do so at no cost.
 

You can download the latest version of the SDK starter package for your chosen development platform from the Android development home page at
 http://developer.android.com/sdk/index.html

Unless otherwise noted, the version of the Android SDK used for writing this was version 4.3 (API level 18).
As an open-source platform, the Android SDK source is also available for you to
download and compile from http://source.android.com.


The starter package is a ZIP fi le that contains the latest version of the Android tools required to
download the rest of the Android SDK packages. Install it by unzipping the SDK into a new folder.
Take note of this location, as you’ll need it later.


If you are developing from a Windows platform, an executable Windows installer is available (and recommended) as an alternative to the ZIP fi le for installing the platform tools.
Before you can begin development, you need to download at least one SDK platform release. You can do this on Windows by running the SDK Manager.exe executable, or on Mac OS or Linux by running the “android’’ executable in the tools subfolder of the starter package download.


The screen that appears (see Figure-1) shows each of the packages available for the download. This includes a node for the platform tools, each of the platform releases, and a collection of extras, such as the Android Support Package and billing/licensing packages.



 FIGURE-1

You can expand each platform release node to see a list of the packages included within it, including the tools, documentation, and sample code packages.
To get started, simply check the boxes corresponding to the newest framework SDK and the latest
version of the tools, compatibility/support library, documentation, and sample code.
 

FIGURE-1
For testing the backward compatibility of your applications, it can often be useful
to download the framework SDK for each version you intend to support.
To use the Google APIs (which contain the Maps APIs), you also need to select the Google APIs by
Google package from the platform releases you want to support.


When you click the Install Packages button, the packages you’ve chosen will be downloaded to your SDK installation folder. The result is a collection of framework API libraries, documentation, and several sample applications.
The examples included in the SDK are well documented and are an excellent
source for full, working examples of applications written for Android. When you
fi nish setting up your development environment, it’s worth going through them.
Downloading and Installing Updates to the SDK As new versions of the Android framework SDK, developer tools, sample code, documentation,compatibility library, and third-party add-ons become available, you can use the Android SDK Manager to download and install those updates.


All future packages and upgrades will be placed in the same SDK location.


4. Developing with Eclipse


The examples and step-by-step instructions in this tutorial are targeted at developers using Eclipse with the Android Developer Tools (ADT) plug-in. Neither is required, though; you can use any text editor or Java IDE you’re comfortable with and use the developer tools in the SDK to compile, test, and debug the code snippets and sample applications.
As the recommended development platform, using Eclipse with the ADT plug-in for your Android development offers some significant advantages, primarily through the tight integration of many of the Android build and debug tools into your IDE.
 

Eclipse is a particularly popular open-source IDE for Java development. It’s available for download for each of the development platforms supported by Android (Windows, Mac OS, and Linux) from the Eclipse foundation (www.eclipse.org/downloads).
Many variations of Eclipse are available, with Eclipse 3.5 (Galileo) or above required to use
the ADT plugin. The following is the configuration for Android used in the preparation of
this tutorial:


a. Eclipse 3.7 (Indigo) (Eclipse Classic download)
b. Eclipse Java Development Tools (JDT) plug-in
c. Web Standard Tools (WST)
 

The JDT plug-in and WST are included in most Eclipse IDE packages.
Installing Eclipse consists of uncompressing the download into a new folder, and then running the eclipse executable. When it starts for the fi rst time, you should create a new workspace for your Android development projects.

Using the Android Developer Tools Plug-In for Eclipse The ADT plug-in for Eclipse simplifi es your Android development by integrating the developer tools, including the Emulator and .class-to-.dex converter, directly into the IDE. Although you don’t have to use the ADT plug-in, it can make creating, testing, and debugging your applications faster and easier.
 

The ADT plug-in integrates the following into Eclipse:
 

a. An Android Project Wizard, which simplifies creating new projects and includes a basic
application template
b. Forms-based manifest, layout, and resource editors to help create, edit, and validate your
XML resources
c. Automated building of Android projects, conversion to Android executables (.dex), packaging to package fi les (.apk), and installation of packages onto Dalvik VMs (running both
within the Emulator or on physical devices)
d. The Android Virtual Device manager, which lets you create and manage virtual devices to
host Emulators that run a specifi c release of the Android OS and with set hardware and
memory constraints
e. The Android Emulator, including the ability to control the Emulator’s appearance and network
connection settings, and the ability to simulate incoming calls and SMS messages
f. The Dalvik Debug Monitoring Service (DDMS), which includes port forwarding, stack, heap,
and thread viewing, process details, and screen-capture facilities
g. Access to the device or Emulator’s fi lesystem, enabling you to navigate the folder tree and
transfer fi les
h. Runtime debugging, which enables you to set breakpoints and view call stacks
i. All Android/Dalvik log and console outputs
 

5.Installing the ADT Plug-In

Install the ADT plug-in by following these steps:
1. Select Help Í Install New Software from within Eclipse.
2. In the Available Software dialog box that appears, click the Add button.
3. In the next dialog, enter a name you will remember (e.g., Android Developer Tools) into the
Name fi eld, and paste the following address into the Location text entry box: 

https://dl-ssl.google.com/android/eclipse/

4. Press OK and Eclipse searches for the ADT plug-in. When fi nished, it displays the available
plug-ins, as shown in Figure 2-3. Select it by clicking the check box next to the Developer
Tools root node, and then click Next.




FIGURE 2
5. Eclipse now downloads the plug-in. When it finishes, a list of the Developer Tools displays
for your review. Click Next.
6. Read and accept the terms of the license agreement, and click Next and then Finish. As the
ADT plug-in is not signed, you’ll be prompted before the installation continues.
7. When installation is complete, you need to restart Eclipse and update the ADT preferences.
Restart and select Window Í Preferences (or Eclipse Í Preferences for Mac OS).
8. Select Android from the left panel.
9. Click Browse, navigate to the folder into which you installed the Android SDK, and then
click Apply. The list updates to display each available SDK target.
Click OK to complete the SDK installation.

 

 

6. Updating the ADT Plug-In


In most cases, you can update your ADT plug-in simply as follows:
1. Navigate to Help Í Check for Updates.
2. If there are any ADT updates available, they will be presented. Simply select them and choose
Install.
Sometimes a plug-in upgrade may be so signifi cant that the dynamic update mechanism
can’t be used. In those cases you may have to remove the previous plug-in
completely before installing the newer version, as described in the previous section.
Using the Support Package
The support library package (previously known as the compatibility library) is a set of static libraries that you can include as part of your projects to gain either convenience APIs that aren’t packaged as part of the framework (such as the View Pager), or useful APIs that are not available on all platform releases (such as Fragments).
The support package enables you to use framework API features that were introduced in recent
Android platform releases on any device running Android 1.6 (API level 4) and above. This helps you provide a consistent user experience and greatly simplifi es your development process by reducing the burden of supporting multiple platform versions.


1. Add a new /libs folder in the root of your project hierarchy.
2. Copy the support library JAR fi le from the /extras/android/support/ folder in your
Android SDK installation location.
 

You’ll note that the support folder includes multiple subfolders, each of which represents
the minimum platform version supported by that library. Simply use the corresponding JAR
fi le stored in the subfolder labeled as less than or equal to the minimum platform version
you plan to support.
For example, if you want to support all platform versions from Android 1.6 (API level 4)
and above, you would copy v4/android-support-v4.jar.
3. After copying the file into your project’s /libs folder, add it to your project build path by
right-clicking in the Package Explorer and selecting Build Path Í Add to Build Path.


7. Creating Your First Android Application


You’ve downloaded the SDK, installed Eclipse, and plugged in the plug-in. You are now ready to start programming for Android. Start by creating a new Android project and setting up your Eclipse run and debug confi gurations, as described in the following sections.
 


Creating a New Android Project
To create a new Android project using the Android New Project Wizard, do the following:
1. Select File Í New Í Project.
2. Select the Android Project application type from the Android folder, and click Next.
3. In the wizard that appears, enter the details for your new project. On the fi rst page
(Figure 3), the Project Name is the name of your project fi le. You can also select the location
your project should be saved.
 


4. The next lets you select the build target for your application. The build target is the version of the Android framework SDK that you plan to develop with. In addition
to the open sourced Android SDK libraries available as part of each platform release, Google
offers a set of proprietary APIs that offer additional libraries (such as Maps). If you want to
use these Google-specific APIs, you must select the Google APIs package corresponding to the platform release you want to target.
Your project’s build target does not need to correspond to its minimum SDK or
target SDK. For new projects it’s good practice to build against the newest version
of the SDK to take advantage of effi ciency and UI improvements in newer platform releases.
5. The final step allows you to specify the application properties. The Application
Name is the friendly name for your application; the Package Name specifies its Java package;
the Create Activity option lets you specify the name of a class that will be your initial
Activity; and setting the Minimum SDK lets you specify the minimum version of the SDK
that your application will run on.


Selecting the minimum SDK version requires you to choose the level of backward
compatibility you want to support to target a wider group of Android devices.
Your application will be available from the Google Play Store on any device
running the specifi ed build or higher.
At the time of this writing, more than 98% of Android devices were running
at least Android 2.1 (API level 7). The latest Ice Cream Sandwich SDK is
4.3 (API level 18).
6. When you’ve entered the details, click Finish.
If you selected Create Activity, the ADT plug-in will create a new project that includes a class that extends Activity. Rather than being completely empty, the default template implements Hello World. Before modifying the project, take this opportunity to confi gure launch 

configurations for running and debugging.
 

Creating an Android Virtual Device
AVDs are used to simulate the hardware and software confi gurations of different Android devices, allowing you test your applications on a variety of hardware platforms.
There are no prebuilt AVDs in the Android SDK, so without a physical device, you need to create at least one before you can run and debug your applications.


1. Select Window Í AVD Manager (or select the AVD Manager icon on the Eclipse toolbar).
2. Select the New... button.
The resulting Create new Android Virtual Device (AVD) dialog allows you to confi gure a
name, a target build of Android, an SD card capacity, and device skin.
3. Create a new AVD called “My_AVD” that targets Android 4.0.3, includes a 16MB SD Card,
and uses the Galaxy Nexus skin, as shown in Figure 2-8.
4. Click Create AVD and your new AVD will be created and ready to use.
 

Creating Launch Confi gurations
Launch confi gurations let you specify runtime options for running and debugging applications.
Using a launch confi guration you can specify the following:
a. The Project and Activity to launch
b. The deployment target (virtual or physical device)
c. The Emulator’s launch parameters
d. Input/output settings (including console defaults)


You can specify different launch configurations for running and debugging applications. The following
steps show how to create a launch configuration for an Android application:
1. Select Run Configurations… or Debug Configurations… from the Run menu.
2. Select your application from beneath the Android Application node on the project type list,
or right-click the Android Application node and select New.
3. Enter a name for the configuration. You can create multiple configurations for each project,
so create a descriptive title that will help you identify this particular setup.
4. Choose your start-up options. The first (Android) tab lets you select the project to run and
the Activity that you want to start when you run (or debug) the application. Figure 2-9
shows the settings for the project you created earlier.
5. Use the Target tab, as shown in Figure 2-10, to select the default virtual device to launch on,
or select Manual to select a physical or virtual device each time you run the application. You
can also confi gure the Emulator’s network connection settings and optionally wipe the user
data and disable the boot animation when launching a virtual device.


The Android SDK does not include a default AVD, so you need to create one
before you can run or debug your applications using the Emulator. If the Virtual
Device selection list in Figure 2-10 is empty, click Manager... to open the Android
Virtual Device Manager and create one as described in the previous section.
Further details on the Android Virtual Device Manager are available later in this
chapter.
6. Set any additional properties in the Common tab.
7. Click Apply, and your launch configuration will be saved.



8. Running and Debugging Your Android Application

You’ve created your first project and created the run and debug confi gurations for it. Before making any changes, test your installation and confi gurations by running and debugging the Hello World project.
From the Run menu, select Run or Debug to launch the most recently selected confi guration, or
select Run Configurations… or Debug Configurations… to select a specific configuration.
If you’re using the ADT plug-in, running or debugging your application does the following:
a. Compiles the current project and converts it to an Android executable (.dex)
b. Packages the executable and your project’s resources into an Android package (.apk)
c. Starts the virtual device (if you’ve targeted one and it’s not already running)
d. Installs your application onto the target device
e. Starts your application
If you’re debugging, the Eclipse debugger will then be attached, allowing you to set breakpoints and debug your code.
If everything is working correctly, you’ll see a new Activity running on the device or in the
Emulator, 




Understanding Hello World
Take a step back and have a good look at your fi rst Android application.
Activity is the base class for the visual, interactive components of your application; it is roughly
equivalent to a Form in traditional desktop development 



“Creating Applications and Activities”). 

 Hello World

 

package suhan.gorya.helloworld;
import android.app.Activity;
import android.os.Bundle;
public class MyActivity extends Activity {
/** Called when the Activity is first created. **/
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
}
}
code snippet Suhan_gorya_HelloWorld/src/MyActivity.java
In Android, visual components are called Views, which are similar to controls in traditional desktop development. The Hello World template created by the wizard overrides the onCreate method to call setContentView, which lays out the UI by infl ating a layout resource, as highlighted in bold in the following snippet:


@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
}


The resources for an Android project are stored in the res folder of your project hierarchy, which
includes layout, values, and a series of drawable subfolders. The ADT plug-in interprets these
resources to provide design-time access to them through the R variable,
 

Listing shows the UI layout defined in the main.xml file created by the Android project template
and stored in the project’s res/layout folder.
 

LISTING Hello World layout resource

<?xml version=”1.0” encoding=”utf-8”?>
<LinearLayout xmlns:android=”http://schemas.android.com/apk/res/android”
android:orientation=”vertical”
android:layout_width=”fill_parent”
android:layout_height=”fill_parent”>
<TextView
android:layout_width=”fill_parent”
android:layout_height=”wrap_content”
android:text=”@string/hello”
/>
</LinearLayout>


code snippet Suhan_Gorya_HelloWorld/res/layout/main.xml
Defining your UI in XML and infl ating it is the preferred way of implementing your user interfaces (UIs), as it neatly decouples your application logic from your UI design.
To get access to your UI elements in code, you add identifi er attributes to them in the XML definition.You can then use the findViewById method to return a reference to each named item. The following XML snippet shows an ID attribute added to the Text View widget in the Hello World template:


<TextView
android:id=”@+id/myTextView”
android:layout_width=”fill_parent”
android:layout_height=”wrap_content”
android:text=”@string/hello”
/>


And the following snippet shows how to get access to it in code:
TextView myTextView = (TextView)findViewById(R.id.myTextView);
Alternatively (although it’s not generally considered good practice), you can create your layout
directly in code, as shown in Listing 



LISTING : Creating layouts in code
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
LinearLayout.LayoutParams lp;
lp = new LinearLayout.LayoutParams(LinearLayout.LayoutParams.FILL_PARENT,
LinearLayout.LayoutParams.FILL_PARENT);
LinearLayout.LayoutParams textViewLP;
textViewLP = new LinearLayout.LayoutParams(
LinearLayout.LayoutParams.FILL_PARENT,
LinearLayout.LayoutParams.WRAP_CONTENT);
LinearLayout ll = new LinearLayout(this);
ll.setOrientation(LinearLayout.VERTICAL);
TextView myTextView = new TextView(this);
myTextView.setText(getString(R.string.hello));
ll.addView(myTextView, textViewLP);
this.addContentView(ll, lp);
}
code snippet Suhan_gorya_Manual_Layout/src/MyActivity.java


All the properties available in code can be set with attributes in the XML layout.
More generally, keeping the visual design decoupled from the application code helps keep the code concise. With Android available on hundreds of different devices of varying screen sizes, defining your layouts as XML resources makes it easier for you to include multiple layouts optimized for different screens.



So far this is the end of the todays tutorial ,
create and enjoy the application,,
if any error occur just tweet me or comment,
enjoy.

Suhan Gorya

Wednesday, October 16, 2013

Latest in news: Microsoft is going to face 3 gients of mobile alone, update Suhan Gorya

Suhan Gorya

After set in computer devices, microsoft decides to control the mobile market too, in this stage, standing in front of 3 gients of mobile company, Apple, Samsung, HTC.
these 3 has their own value in diffrent field, whereas apple use its own OS IOS, so Samsung  and HTC use both Android & window platform, but  in most devices they use Android.
It looks like Microsoft is really desperate to push its Windows Phone operating system to the market. In fact it appears that it's even ready to ride on HTC's Android smartphones as a secondary option, if a new report is to be believed.

According to a new report by Bloomberg, Microsoft is in talks with Taiwanese smartphone maker HTC for adding its own operating system to HTC's Android-based smartphones at little or no cost. The report cites people with knowledge of the matter as a source of this information.

Microsoft usually charges device makers a license fee for its mobile operating system but as per the report Terry Myerson, head of Microsoft's operating systems unit has discussed cutting or eliminating the license fee of the OS if HTC offers it as a second option on its Android handsets. It adds that the talks are at an initial stage and that no conclusive decision has been made, yet.

The technical details aren't clear so it's not known if the Windows Phone OS would be offered through a dual-boot menu at startup, or if users would be asked to select a default OS at the time of setting up the phone.

After signing an acquisition deal worth $7.2 billion with Nokia, a deal that has yet to be approved by shareholders, Microsoft is set to secure its position in the smartphone business. However, it appears that it also wants to continue its partnership with other handset makers. HTC and Samsung are the two major device makers apart from Nokia that make Windows Phone handsets.  However, compared to their Android smartphones, there are limited models on offer, and the companies don't use the same marketing push that they use for promoting their Android handsets.
but its not the end for these 4, they are making their plan to overcome, because everyone wanted to on top. we will see further report, who will ?
but now should Rest in Peace.


Android System devices in world market statics with version name & API

 Suhan Gorya

I come with new thing, This section provides data about the relative number of devices running a given version of the Android platform.


VersionCodenameAPIDistribution
2.2Froyo82.2%
2.3.3 -
2.3.7
Gingerbread1028.2%
3.2Honeycomb130.1%
4.0.3 -
4.0.4
Ice Cream Sandwich1520.6%
4.1.xJelly Bean1636.4%
4.2.x1710.6%
4.3181.9%                                                                          
Data collected during a 7-day period ending on October 9, 2013.
Any versions with less than 0.1% distribution are not shown.

Note: this data is gathered from the new Google Play Store app, which supports Android 2.2 and above, devices running older versions are not included. However, in August, 2013, versions older than Android 2.2 accounted for about 1% of devices that checked in to Google servers (not those that actually visited Google Play Store).

Screen Sizes and Densities


This section provides data about the relative number of devices that have a particular screen configuration, defined by a combination of screen size and density. To simplify the way that you design your user interfaces for different screen configurations, Android divides the range of actual screen sizes and densities into several buckets as expressed by the table below.
For information about how you can support multiple screen configurations in your application, read Supporting Multiple Screens.

ldpimdpitvdpihdpixhdpixxhdpiTotal
Small9.4%




9.4%
Normal0.1%15.3%
33.5%22.8%7.7%79.4%
Large0.6%3.5%1.2%0.5%0.6%
6.4%
Xlarge
4.4%
0.3%0.1%
4.8%
Total10.1%23.2%1.2%34.3%23.5%7.7%
Data collected during a 7-day period ending on October 9, 2013
Any screen configurations with less than 0.1% distribution are not shown.

Open GL Version


This section provides data about the relative number of devices that support a particular version of OpenGL ES. Note that support for one particular version of OpenGL ES also implies support for any lower version (for example, support for version 2.0 also implies support for 1.1).
To declare which version of OpenGL ES your application requires, you should use the android:glEsVersion attribute of the <uses-feature> element. You can also use the <supports-gl-texture> element to declare the GL compression formats that your application uses.
OpenGL ES Version Distribution
1.1 only 0.2%
2.0 & 1.1 99.8%
Data collected during a 7-day period ending on October 9, 2013


these statics is provided by android developer site on the basis of google play store.
i think these data show the uses of all the android features and their new values in the world market.

Suhan Gorya

11 most attrective features of android 4.3, whom you really wanted to used.

Suhan Gorya


Welcome to Android 4.3, a sweeter version of Jelly Bean!
here something new on this android in comparison of oldest one !! did i said "Something" No..
around 80% of new things comes with new android 4.3, check the latest feature of new android, and enjoy 
all this with family and friend.
 
Android 4.3 includes performance optimizations and great new features for users and developers.
here they are:

1. Faster, Smoother, More Responsive


Android 4.3 builds on the performance improvements already included in Jelly Bean — vsync timing, triple buffering, reduced touch latency, CPU input boost, and hardware-accelerated 2D rendering — and adds new optimizations that make Android even faster.
For a graphics performance boost, the hardware-accelerated 2D renderer now optimizes the stream of drawing commands, transforming it into a more efficient GPU format by rearranging and merging draw operations. For multithreaded processing, the renderer can also now use multithreading across multiple CPU cores to perform certain tasks.
Android 4.3 also improves rendering for shapes and text. Shapes such as circles and rounded rectangles are now rendered at higher quality in a more efficient manner. Optimizations for text include increased performance when using multiple fonts or complex glyph sets (CJK), higher rendering quality when scaling text, and faster rendering of drop shadows.
Improved window buffer allocation results in a faster image buffer allocation for your apps, reducing the time taken to start rendering when you create a window.
For highest-performance graphics, Android 4.3 introduces support for OpenGL ES 3.0 and makes it accessible to apps through both framework and native APIs. On supported devices, the hardware accelerated 2D rendering engine takes advantage of OpenGL ES 3.0 to optimize texture management and increase gradient rendering fidelity.

2.OpenGL ES 3.0 for High-Performance Graphics


Android 4.3 introduces platform support for Khronos OpenGL ES 3.0, providing games and other apps with highest-performance 2D and 3D graphics capabilities on supported devices. You can take advantage of OpenGL ES 3.0 and related EGL extensions using either framework APIs or native API bindings through the Android Native Development Kit (NDK).
Key new functionality provided in OpenGL ES 3.0 includes acceleration of advanced visual effects, high quality ETC2/EAC texture compression as a standard feature, a new version of the GLSL ES shading language with integer and 32-bit floating point support, advanced texture rendering, and standardized texture size and render-buffer formats.
You can use the OpenGL ES 3.0 APIs to create highly complex, highly efficient graphics that run across a range of compatible Android devices, and you can support a single, standard texture-compression format across those devices.
OpenGL ES 3.0 is an optional feature that depends on underlying graphics hardware. Support is already available on Nexus 7 (2013), Nexus 4, and Nexus 10 devices.

3.Enhanced Bluetooth Connectivity


Connectivity with Bluetooth Smart devices and sensors

Now you can design and build apps that interact with the latest generation of small, low-power devices and sensors that use Bluetooth Smart technology.
Android 4.3 gives you a single, standard API for interacting with Bluetooth Smart devices.
Android 4.3 introduces built-in platform support for Bluetooth Smart Ready in the central role and provides a standard set of APIs that apps can use to discover nearby devices, query for GATT services, and read/write characteristics.
With the new APIs, your apps can efficiently scan for devices and services of interest. For each device, you can check for supported GATT services by UUID and manage connections by device ID and signal strength. You can connect to a GATT server hosted on the device and read or write characteristics, or register a listener to receive notifications whenever those characteristics change.
You can implement support for any GATT profile. You can read or write standard characteristics or add support for custom characteristics as needed. Your app can function as either client or server and can transmit and receive data in either mode. The APIs are generic, so you’ll be able to support interactions with a variety of devices such as proximity tags, watches, fitness meters, game controllers, remote controls, health devices, and more.
Support for Bluetooth Smart Ready is already available on Nexus 7 (2013) and Nexus 4 devices and will be supported in a growing number of Android-compatible devices in the months ahead.

AVRCP 1.3 Profile

Android 4.3 adds built-in support for Bluetooth AVRCP 1.3, so your apps can support richer interactions with remote streaming media devices. Apps such as media players can take advantage of AVRCP 1.3 through the remote control client APIs introduced in Android 4.0. In addition to exposing playback controls on the remote devices connected over Bluetooth, apps can now transmit metadata such as track name, composer, and other types of media metadata.
Platform support for AVRCP 1.3 is built on the Bluedroid Bluetooth stack introduced by Google and Broadcom in Android 4.2. Support is available right away on Nexus devices and other Android-compatible devices that offer A2DP/AVRCP capability.

4.Support for Restricted Profiles


Setting up a Restricted Profile
A tablet owner can set up one or more restricted profiles in Settings and manage them independently.
Setting Restrictions in a Profile
Your app can offer restrictions to let owners manage your app content when it's running in a profile.
Android 4.3 extends the multiuser feature for tablets with restricted profiles, a new way to manage users and their capabilities on a single device. With restricted profiles, tablet owners can quickly set up separate environments for each user, with the ability to manage finer-grained restrictions in the apps that are available in those environments. Restricted profiles are ideal for friends and family, guest users, kiosks, point-of-sale devices, and more.
Each restricted profile offers an isolated and secure space with its own local storage, home screens, widgets, and settings. Unlike with users, profiles are created from the tablet owner’s environment, based on the owner’s installed apps and system accounts. The owner controls which installed apps are enabled in the new profile, and access to the owner’s accounts is disabled by default.
Apps that need to access the owner’s accounts — for sign-in, preferences, or other uses — can opt-in by declaring a manifest attribute, and the owner can review and manage those apps from the profile configuration settings.
For developers, restricted profiles offer a new way to deliver more value and control to your users. You can implement app restrictions — content or capabilities controls that are supported by your app — and advertise them to tablet owners in the profile configuration settings.
You can add app restrictions directly to the profile configuration settings using predefined boolean, select, and multi-select types. If you want more flexibility, you can even launch your own UI from profile configuration settings to offer any type of restriction you want.
When your app runs in a profile, it can check for any restrictions configured by the owner and enforce them appropriately. For example, a media app might offer a restriction to let the owner set a maturity level for the profile. At run time, the app could check for the maturity setting and then manage content according to the preferred maturity level.
If your app is not designed for use in restricted profiles, you can opt out altogether, so that your app can't be enabled in any restricted profile.

5.Optimized Location and Sensor Capabilities


Google Play services offers advanced location APIs that you can use in your apps. Android 4.3 optimizes these APIs on supported devices with new hardware and software capabilities that minimize use of the battery.
Hardware geofencing optimizes for power efficiency by performing location computation in the device hardware, rather than in software. On devices that support hardware geofencing, Google Play services geofence APIs will be able to take advantage of this optimization to save battery while the device is moving.
Wi-Fi scan-only mode is a new platform optimization that lets users keep Wi-Fi scan on without connecting to a Wi-Fi network, to improve location accuracy while conserving battery. Apps that depend on Wi-Fi for location services can now ask users to enable scan-only mode from Wi-Fi advanced settings. Wi-Fi scan-only mode is not dependent on device hardware and is available as part of the Android 4.3 platform.
New sensor types allow apps to better manage sensor readings. A game rotation vector lets game developers sense the device’s rotation without having to worry about magnetic interference. Uncalibrated gyroscope and uncalibrated magnetometer sensors report raw measurements as well as estimated biases to apps.
The new hardware capabilities are already available on Nexus 7 (2013) and Nexus 4 devices, and any device manufacturer or chipset vendor can build them into their devices.

6.New Media Capabilities


Modular DRM framework

To meet the needs of the next generation of media services, Android 4.3 introduces a modular DRM framework that enables media application developers to more easily integrate DRM into their own streaming protocols, such as MPEG DASH (Dynamic Adaptive Streaming over HTTP, ISO/IEC 23009-1).
Through a combination of new APIs and enhancements to existing APIs, the media DRM framework provides an integrated set of services for managing licensing and provisioning, accessing low-level codecs, and decoding encrypted media data. A new MediaExtractor API lets you get the PSSH metadata for DASH media. Apps using the media DRM framework manage the network communication with a license server and handle the streaming of encrypted data from a content library.

VP8 encoder

Android 4.3 introduces built-in support for VP8 encoding, accessible from framework and native APIs. For apps using native APIs, the platform includes OpenMAX 1.1.2 extension headers to support VP8 profiles and levels. VP8 encoding support includes settings for target bitrate, rate control, frame rate, token partitioning, error resilience, reconstruction and loop filters. The platform API introduces VP8 encoder support in a range of formats, so you can take advantage of the best format for your content.
VP8 encoding is available in software on all compatible devices running Android 4.3. For highest performance, the platform also supports hardware-accelerated VP8 encoding on capable devices.

Video encoding from a surface

Starting in Android 4.3 you can use a surface as the input to a video encoder. For example, you can now direct a stream from an OpenGL ES surface to the encoder, rather than having to copy between buffers.

Media muxer

Apps can use new media muxer APIs to combine elementary audio and video streams into a single output file. Currently apps can multiplex a single MPEG-4 audio stream and a single MPEG-4 video stream into a single MPEG-4 ouput file. The new APIs are a counterpart to the media demuxing APIs introduced in Android 4.2.

Playback progress and scrubbing in remote control clients

Since Android 4.0, media players and similar applications have been able to offer playback controls from remote control clients such as the device lock screen, notifications, and remote devices connected over Bluetooth. Starting in Android 4.3, those applications can now also expose playback progress and speed through their remote control clients, and receive commands to jump to a specific playback position.

7.New Ways to Build Beautiful Apps


Access to notifications

Notifications have long been a popular Android feature because they let users see information and updates from across the system, all in one place. Now in Android 4.3, apps can observe the stream of notifications with the user's permission and display the notifications in any way they want, including sending them to nearby devices connected over Bluetooth.
You can access notifications through new APIs that let you register a notification listener service and with permission of the user, receive notifications as they are displayed in the status bar. Notifications are delivered to you in full, with all details on the originating app, the post time, the content view and style, and priority. You can evaluate fields of interest in the notifications, process or add context from your app, and route them for display in any way you choose.
The new API gives you callbacks when a notification is added, updated, and removed (either because the user dismissed it or the originating app withdrew it). You'll be able to launch any intents attached to the notification or its actions, as well as dismiss it from the system, allowing your app to provide a complete user interface to notifications.
Users remain in control of which apps can receive notifications. At any time, they can look in Settings to see which apps have notification access and enable or disable access as needed. Notification access is disabled by default — apps can use a new Intent to take the user directly to the Settings to enable the listener service after installation.

View overlays

You can now create transparent overlays on top of Views and ViewGroups to render a temporary View hierarchy or transient animation effects without disturbing the underlying layout hierarchy. Overlays are particularly useful when you want to create animations such as sliding a view outside of its container or dragging items on the screen without affecting the view hierarchy.

Optical bounds layout mode

A new layout mode lets you manage the positioning of Views inside ViewGroups according to their optical bounds, rather than their clip bounds. Clip bounds represent a widget’s actual outer boundary, while the new optical bounds describe the where the widget appears to be, within the clip bounds. You can use the optical bounds layout mode to properly align widgets that use outer visual effects such as shadows and glows.

Custom rotation animation types

Apps can now define the exit and entry animation types used on a window when the device is rotated. You can set window properties to enable jump-cut, cross-fade, or standard window rotation. The system uses the custom animation types when the window is fullscreen and is not covered by other windows.

Screen orientation modes

Apps can set new orientation modes for Activities to ensure that they are displayed in the proper orientation when the device is flipped. Additionally, apps can use a new mode to lock the screen to its current orientation. This is useful for apps using the camera that want to disable rotation while shooting video.

Intent for handling Quick Responses

Android 4.3 introduces a new public Intent that lets any app handle Quick Responses — text messages sent by the user in response to an incoming call, without needing to pick up the call or unlock the device. Your app can listen for the intent and send the message to the caller over your messaging system. The intent includes the recipient (caller) as well as the message itself.

8.Support for International Users


More parts of Android 4.3 are optimized for RTL languages.

RTL improvements

Android 4.3 includes RTL performance enhancements and broader RTL support across framework UI widgets, including ProgressBar/Spinner and ExpandableListView. More debugging information visible through the uiautomatorviewer tool. In addition, more system UI components are now RTL aware, such as notifications, navigation bar and the Action Bar.
To provide a better systemwide experience in RTL scripts, more default system apps now support RTL layouts, including Launcher, Quick Settings, Phone, People, SetupWizard, Clock, Downloads, and more.

Utilities for localization

Pseudo-locales make it easier to test your app's localization.
Android 4.3 also includes new utilities and APIs for creating better RTL strings and testing your localized UIs. A new BidiFormatter provides a set of simple APIs for wrapping Unicode strings so that you can fine-tune your text rendering in RTL scripts. To let you use this utility more broadly in your apps, the BidiFormatter APIs are also now available for earlier platform versions through the Support Package in the Android SDK.
To assist you with managing date formatting across locales, Android 4.3 includes a new getBestDateTimePattern() method that automatically generates the best possible localized form of a Unicode UTS date for a locale that you specify. It’s a convenient way to provide a more localized experience for your users.
To help you test your app more easily in other locales, Android 4.3 introduces pseudo-locales as a new developer option. Pseudo-locales simulate the language, script, and display characteristics associated with a locale or language group. Currently, you can test with a pseudo-locale for Accented English, which lets you see how your UI works with script accents and characters used in a variety of European languages.

9.Accessibility and UI Automation


Starting in Android 4.3, accessibility services can observe and filter key events, such as to handle keyboard shortcuts or provide navigation parity with gesture-based input. The service receives the events and can process them as needed before they are passed to the system or other installed apps.
Accessibility services can declare new capability attributes to describe what their services can do and what platform features they use. For example, they can declare the capability to filter key events, retrieve window content, enable explore-by-touch, or enable web accessibility features. In some cases, services must declare a capability attribute before they can access related platform features. The system uses the service’s capability attributes to generate an opt-in dialog for users, so they can see and agree to the capabilities before launch.
Building on the accessibility framework in Android 4.3, a new UI automation framework lets tests interact with the device’s UI by simulating user actions and introspecting the screen content. Through the UI automation framework you can perform basic operations, set rotation of the screen, generate input events, take screenshots, and much more. It’s a powerful way to automate testing in realistic user scenarios, including actions or sequences that span multiple apps.

10.Enterprise and Security


Wi-Fi configuration for WPA2-Enterprise networks

Apps can now configure the Wi-Fi credentials they need for connections to WPA2 enterprise access points. Developers can use new APIs to configure Extensible Authentication Protocol (EAP) and Encapsulated EAP (Phase 2) credentials for authentication methods used in the enterprise. Apps with permission to access and change Wi-Fi can configure authentication credentials for a variety of EAP and Phase 2 authentication methods.

Android sandbox reinforced with SELinux

Android now uses SELinux, a mandatory access control (MAC) system in the Linux kernel to augment the UID based application sandbox. This protects the operating system against potential security vulnerabilities.

KeyChain enhancements

The KeyChain API now provides a method that allows applications to confirm that system-wide keys are bound to a hardware root of trust for the device. This provides a place to create or store private keys that cannot be exported off the device, even in the event of a root or kernel compromise.

Android Keystore Provider

Android 4.3 introduces a keystore provider and APIs that allow applications to create exclusive-use keys. Using the APIs, apps can create or store private keys that cannot be seen or used by other apps, and can be added to the keystore without any user interaction.
The keystore provider provides the same security benefits that the KeyChain API provides for system-wide credentials, such as binding credentials to a device. Private keys in the keystore cannot be exported off the device.

Restrict Setuid from Android Apps

The /system partition is now mounted nosuid for zygote-spawned processes, preventing Android applications from executing setuid programs. This reduces root attack surface and likelihood of potential security vulnerabilities.

11.New Ways to Analyze Performance


Systrace uses a new command syntax and lets you collect more types of profiling data.

Enhanced Systrace logging

Android 4.3 supports an enhanced version of the Systrace tool that’s easier to use and that gives you access to more types of information to profile the performance of your app. You can now collect trace data from hardware modules, kernel functions, Dalvik VM including garbage collection, resources loading, and more.
Android 4.3 also includes new Trace APIs that you can use in your apps to mark specific sections of code to trace using Systrace begin/end events. When the marked sections of code execute, the system writes the begin/end events to the trace log. There's minimal impact on the performance of your app, so timings reported give you an accurate view of what your app is doing.
You can visualize app-specific events in a timeline in the Systrace output file and analyze the events in the context of other kernel and user space trace data. Together with existing Systrace tags, custom app sections can give you new ways to understand the performance and behavior of your apps.
On-screen GPU profiling in Android 4.3.

On-screen GPU profiling

Android 4.3 adds new developer options to help you analyze your app’s performance and pinpoint rendering issues on any device or emulator.
In the Profile GPU rendering option you can now visualize your app’s effective framerate on-screen, while the app is running. You can choose to display profiling data as on-screen bar or line graphs, with colors indicating time spent creating drawing commands (blue), issuing the commands (orange), and waiting for the commands to complete (yellow). The system updates the on-screen graphs continuously, displaying a graph for each visible Activity, including the navigation bar and notification bar.
A green line highlights the 60ms threshold for rendering operations, so you can assess the your app’s effective framerate relative to a 60 fps goal. If you see operations that cross the green line, you can analyze them further using Systrace and other tools.
On devices running Android 4.2 and higher, developer options are hidden by default. You can reveal them at any time by tapping 7 times on Settings > About phone > Build number on any compatible Android device.

this 11 features attract you to use, i am sure, you wanted to,

so far enjoy the new technology, share this with friends, for new update follow me on G+, facebook and twitter.

Suhan Gorya

5.9-inch phablet with a fingerprint scanner and Sense 5.5, HTC One Max officially unveiled.

Suhan Gorya

 

Now time for next, You can stop the leaks now because the HTC  made the One Max official. Because of all the leaks, there really isn’t much about the phone that is a surprise, but here’s the final rundown of the specs: 5.9-inch full HD display, 1.7GHz quad-core Snapdragon 600 processor, 2GB of RAM, 16GB or 32GB of internal storage, microSD for expanded storage, 4 UltraPixel rear camera, 2.1MP front-facing camera, IR blaster, fingerprint scanner, BoomSound, 3300mAh battery, Android 4.3, and Sense 5.5 as well as Zoe.
The One Max looks just like its siblings, the One and One Mini. It’s just bigger and has the addition of the fingerprint scanner at the back and the power button moves to the side. The fingerprint scanner will obviously unlock the phone, but you will also be able to open apps automatically when waking the device. I presume the power button placement is because of the size of the phone, thus making it easier for one handed operation.
It will be available in the UK later this week on Vodafone UK, followed by other markets later in the month. As to the U.S., it’s expected to hit Verizon and Sprint in time for the holidays. Pricing wasn’t specified.

  
  
THE HTC ONE GETS SUPERSIZED WITH THE HTC ONE MAX
 
World’s best smartphone now in 5.9″ with new and improved HTC Sense 5.5 ® experience
London, October 15, 2013 – HTC, a global leader in mobile innovation and design, today announced the HTC One max, a super-sized smartphone that brings the award-winning design, functionality and performance of the HTC One to fans of larger handsets. A new Fingerprint Scan feature takes convenience to a new level while acclaimed features including HTC BlinkFeed™, HTC Zoe™ and HTC BoomSound™, combined with the new HTC Sense 5.5, which are all enhanced to continue to deliver the best overall smartphone experience, now on a larger screen.
“The addition of the HTC One max means that we now have an HTC One phone for everyone. The family has been built on quality and game-changing innovations and the HTC One max is certainly no exception,” said Peter Chou, CEO of HTC Corporation. “The upgrade to HTC Sense 5.5 will provide our most amazing mobile experience yet, with the HTC One max delivering the size and power required to do everything you want, and more, without compromise.”
Big and powerful
The HTC One max’s 5.9″ full HD1080p display is perfect for enjoying photos, videos and movies on the go. Smooth and efficient performance comes courtesy of a quad-core Qualcomm® Snapdragon™ 600 processor featuring a quad-core 1.7 GHz CPU enabling jaw-dropping performance, ultra vivid videos and booming sound. Whether you’re watching videos in stunning HD, playing games or checking out what’s hot online, the HTC One max sounds amazing, looks sharp and keeps working when you need it.
The 16GB or 32GB onboard memory can be expanded thanks to a microSD™ card slot, with a massive 50GB of additional free Google Drive online storage being offered exclusively to HTC One max owners
The large 3300mAh embedded battery means that this level of performance will last and last. Even the most intensive users will find the HTC One max is up to the challenge thanks to the optional HTC Power Flip Case, a stylish 1150mAh battery expansion for your HTC One max which offers both protection and extra juice when you need it most.
Maximum convenience at your fingertips
The average person checks their phone multiple times a day, so the HTC One max welcomes a new era of convenience and advanced functionality thanks to a built-in Fingerprint Scan feature. Located on the back of the device, the fingerprint scanner allows users to lock or unlock the screen and quickly launch up to three favourite applications by assigning an individual finger to each.
More content than ever before
The HTC One max’s Sense 5.5 upgrade comes with a more social, personalised HTC BlinkFeed that can be further refined by customisable topic categories and new integration with premium content providers including Instagram and Google+. Up to 120 articles can also be downloaded for offline viewing, making BlinkFeed even better for snacking on information wherever and whenever you are.
Ultimate imaging
Featuring HTC’s UltraPixel camera technology, HTC Zoe mode, that brings your photos to life, and a 2.1MP front-facing camera, the HTC One max will capture stunning photos and full HD 1080p videos whether you’re the photographer, the subject or both. Dual Capture means you can now snap memorable moments and your reaction to them in one extraordinary photo or video by simultaneously shooting with the front and rear cameras.
Improved imaging is also introduced through Video Highlights, which combines your photos and videos to create a mini movie complete with the soundtrack and visual theme of your choice. And with the HTC One max, your Video Highlights can now be any length you want.
Design at its Best
Available in Glacial Silver, the HTC One max shares the same premium design credentials as the rest of the HTC One family, providing an all round exceptional experience.
Global Availability
The HTC One max will begin rolling out across the globe from mid – end October. See specific regions for details.

Now wait for next for HTC,

Stay with me for next,.
Suhan Gorya.