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[MUSIC PLAYING]
CHET HAASE: Hey.
[CLAPPING]
DAN SANDLER: Hey everybody.
Welcome back to What's New in Android.
I'm Dan Sandler from the System UI team.
CHET HAASE: I'm Chet Haase from the Android Toolkit team.
ROMAIN GUY: And I'm Romain Guy from--
I still don't have a name for my team.
So from the Android team.
[LAUGHTER]
And you may remember us from other talks,
such as What's New in Android 2017,
What's New in Android 2016, What's New in Android 2015,
What's New in Android 2014.
Not What's New in Android 2013.
CHET HAASE: We don't talk about that one.
ROMAIN GUY: We don't talk about that one.
DAN SANDLER: You know, that was the time
that we had Jelly Bean two years in a row.
It was brilliant.
We didn't have to redo the logo or anything.
[LAUGHTER]
ROMAIN GUY: But now--
CHET HAASE: What's New in Android,
what I like to call the Android keynote.
Nobody else does.
But I like to call it that.
Because this is where we talk to you about all of the developer
stuff going on in the Android platform.
In particular, let's talk about Android P. Specifically,
let's talk today about--
oh, hang on.
Android APIs.
[LAUGHTER]
ROMAIN GUY: All right, first we'll start with distribution.
You saw in the keynote we introduced the dynamic ad
bundles.
[? Tor's ?] demo was pretty clear.
It's pretty easy for you.
All you have to do is click your different menu
when you build your application.
And we're going to save you some space.
It's going to be faster and easier for your users
to download your app.
And I'm sure you have a lot of questions about it.
So we have a couple of talks this afternoon,
at 5:00 PM and 6:00 PM.
Go there if you want answers, because we don't have them.
CHET HAASE: So you're going to see a slide a whole lot
like this through the rest of the talk.
I feel like the main function we serve
in this talk is to tell you the other talks to go to.
We're like the appendix.
We're like the index for the rest of the content.
DAN SANDLER: I mean, we're like obsolete, like vestigial.
Is that what it is?
CHET HAASE: I don't like to think about that.
ROMAIN GUY: Yeah.
Let's be clear.
A lot of people back at work have done all the hard work.
We just get to go on stage and talk about their hard work.
CHET HAASE: So speaking of that, let's talk
about Android Jetpack.
We heard Steph talk about this in the developer keynote.
This is a set of components, as well as
guidance on how to build better Android applications.
All of you are familiar with most of what
is in Android Jetpack already.
What we're doing is adding to it over time
with stuff that's going to make it even better.
And we're also improving it over time.
One of the major steps that we're taking
is what I like to think of as a refactor, because it's
a refactor.
My favorite thing about the support library
is how the package names embed the release number in them.
So, for example, we support things like v4.
Actually we don't support v4 anymore.
We have a min SDK of at least 14 now.
But it's in the package name.
Isn't that a little bit silly?
So we're doing away with that.
We're doing a whole lot of tedious renaming.
And we're also providing tools to make it easier
for you to do the similar refactoring that you're
going to need to do in your application,
as well as in Android Studio.
Everything is being renamed to something more appropriate
called Androidx.
If you want to know more about the details of that,
the renaming, as well as doing more modular, more fine-grained
splits to make sure that you don't drag in too much stuff,
go to the talk.
Learn what's new in Android Support Library.
Also, there was an article that was
posted on the Android Developers blog about a half hour ago.
Check that out for more of the details there.
Let's talk about Android Test, which
is part of this new Jetpack thing going on.
Android Test is the ATSL stuff, the Espresso
stuff that hopefully you were already using really good ways
to test your application.
Now, they provide first class Kotlin support, as well as
more elegant APIs for reducing a lot of the boilerplate.
Here's a simple example.
We used to have a way of asserting,
which, A, was not necessarily obvious
in the parameters you were passing.
Also, unobvious in the order of the parameters
that you were passing.
And then it would give you an error message that also
didn't really help very much.
So we have something a little more sensible now.
You can assert that it's actually working
on the visible property.
And the error message gives you something more
that you can work with a little bit better.
Go to the Frictionless Android Testing
talk for more information about that stuff.
Jetpack architecture is about the architecture components
that were announced last year at I/O
and then iterated with feedback from the community,
and finally went 1.0 in the fall.
So we have the release parts of those,
which includes all the Lifecycle stuff, and the ViewModel stuff,
as well as the Room, the persistent data model
stuff, and LiveData.
So hopefully you are using that stuff already,
at least in your new applications.
And what we also have is recently we
released the paging library for doing asynchronous data paging
into RecyclerView.
That was alpha, then beta, because that's
how those things work.
And now it's 1.0 this week.
So please start using that.
And we also talked in the developer keynote
about a couple of new things that you should check out soon.
WorkManager is currently in preview.
There's going to be a talk about it.
It's about job scheduling, but job
scheduling in a way where we handle all the cases back
in previous releases, instead of you having
to use specific approaches, depending
on what version and device that you're on.
Also, navigation.
It turns out that up versus back is a hard problem
for applications to solve.
We are making that much easier.
And we're integrating with the tool
to make it even easier yet.
So go to all these talks.
There's an overview talk, as well as
specific talks on Navigation Controller and WorkManager,
and also a talk on RecyclerView and Paging.
Me?
Again?
ROMAIN GUY: It says your name on the slide.
CHET HAASE: I keep building suspense into this thing.
What's going to happen next?
Who's he going to hand the clicker to?
It's still mine.
DAN SANDLER: It's still you.
CHET HAASE: OK.
Let's talk about battery.
This is one of the ongoing efforts in Android
to help the users, because it turns out
battery is really important.
We're all power users.
Unfortunately, we just keep using the power.
So what can we do about it?
We can create these app standby buckets.
We're going to monitor the usage of applications,
and see how actively the user is using it,
and then make determinations about how much access
that application has to ongoing things
in the system which are going to take up more battery.
We also had background restrictions
that the user has the ability to kick in in settings.
So if an application is behaving badly,
let's say holding wake locks for long periods of time,
or waking up constantly, or accessing services
way more than they should when it's not on a charger,
then we'll note that and expose that in settings.
And then the user can take some action on that
if they deem that necessary.
Go to the battery session on Thursday morning
to learn more of the details there.
ROMAIN GUY: So one of the things that we've been focusing on
with Android P is privacy.
Maybe that's what it stands for.
So one of the things we've done is
that when your app is in the background,
it doesn't have access to the microphone anymore.
It doesn't have access to the camera anymore.
And it doesn't have access to the sensor kind of.
So you won't receive the data from the sensors automatically.
You can manually pull from the sensors,
and you'll get batch updates, but the best thing
to do if you want to get access to the sensor data
is to keep a foreground service running instead.
So no more microphone.
No more camera for you.
I think I've heard in the past that some apps were trying
to stay alive in memory by playing a white noise
or keeping the microphone on.
Don't do that anymore.
It's not OK.
Kotlin-- it's this little thing we announced last year.
So we are busy.
We want to make it better for all the Kotlin developers
out there.
I'm sure there's a lot of you here today.
So some of the things we've been doing,
the R team has been really busy with D8, R8, and ART itself.
They've been looking at the byte code generated by the Kotlin
compiler.
They've analyzed some of the byte code patterns that
were different from the ones generated by the Java
programming language compiler.
And they've been optimizing for those patterns.
We've also been adding a lot of nullability annotations
to our Java APIs, both in the core libraries,
so libcore, and our support libraries
to make it easier for you to use the platform APIs when you're
in Kotlin.
And finally, we launched on GitHub
a new library called Android KTX.
It's a set of Kotlin extensions for existing platform APIs.
And the goal here is to try to take advantage
of some of the Kotlin language features
to make existing APIs easier to use.
They're already easier to use just by using Kotlin,
but with the extension they get even better.
And I want to thank the community,
because we've received dozens of pull requests,
and also bugs and feature requests from you.
And we've accepted a bunch of them.
So if you have ideas, if you have
things that you would like to see in Android KTX,
please go to GitHub, and we'll take a look at your PR.
And this is an example of the kind of code
you can write with KTX.
If you want to create a bitmap, you
don't have to specify its ARGB 8.8.8.8 anymore.
You can call applyCanvas, which automatically
creates the canvas for you.
It becomes this.
And at the bottom you can see, for instance, the destructuring
assignment for color integer.
So you don't have to do any shifting or masking
of the int into bytes.
We'll take care of that for you.
There is a talk by Jack Wharton on Thursday at 10:30 AM.
He's going to go through most of the extensions.
He's going to talk about the philosophy
behind the extensions, how we write them, what
are the kind of extensions that we want to see in that library
that we're not looking for in that library.
So before you do all the work and send a PR,
go attend that talk to understand
what we're looking for.
CHET HAASE: We already talked about the Android Test
stuff that is part of Jetpack earlier.
That's probably a better, more holistic way
to test your application.
But if there is a specific situation
in which you find it necessary or helpful
to mock the framework--
and I don't mean ridicule it, because that wouldn't be nice--
then it is possible to do that in easier ways now in Mockito.
We are not changing the framework,
but we're actually integrating changes into Mockito itself.
So you can now mock final methods.
And soon you should be able to mock static methods.
[CLAPPING]
[CHEERING]
ROMAIN GUY: And Chet is making that face
because he doesn't understand why
that is so interesting to you.
[LAUGHTER]
CHET HAASE: And system created objects like activity,
eventually.
Working on that internally, but it should be on the way
eventually.
A background text measurement.
This is part of a bunch of smaller changes
that we made in the text area.
It turns out that measurement is really expensive.
So most applications do text.
And I would bet that the text operations in your application
are some of the most expensive going on in the UI thread,
which can contribute to jank.
Wouldn't it be nicer if you could offload that
to a background thread so that by the time you actually
need to render the text, or perform
those operations on the UI thread, most of the hard work
was done for you?
So the observation is that 80% to 90%
of the operations that are necessary for actually
displaying text happen in text measurement.
Well, we've made it possible and much easier to actually perform
this as a background operation.
So we have a class called pre-computed text.
And you can query that.
And you can say, I want you to pre-measure this.
And then you can set that text that's spannable on the text
view later whenever you want.
So you do it in background threads, like this.
You say create this thing.
And then you can set that on the text view
later when you actually need it.
Should be much faster.
Magnifier is something that if you're
using the preview releases you might see,
if you select some text, it pops up this little bar up above it.
It makes it easier to manipulate the cursor.
That's really great for text, but the other cool thing
about it is that it's also available for your applications
for any other use case.
So there's an API that allows you
to pop up this magnifier for whatever
happens to be in your view.
So you can show this, and dismiss it, and use it
for your stuff as well.
So core functionality that we want in the system user
interface.
But also useful APIs for developers
to use for their own purposes.
I don't know if you've worked with your design department,
and they've specified something about text in your UI,
and, OK, well, I want this aligned this many dips away
from the top.
And I want the baseline on the bottom
this many dips away from the bottom.
And then you have this interspersed vertical alignment
stuff going on.
And then you sort of puzzle with this for a while.
And you basically futz with padding
in all kinds of different configurations
to sort of get it to where they wanted to get it.
We have worked with that and created
some new attributes, and methods, and properties for you
to use that make that much easier.
So we allow you to just pass us the information
about the baseline alignment calculations
that you would like to perform.
And then we'll futz with padding on your behalf.
Smart Linkify.
I think of this as being Linkify, but smarter.
So we already have the ability to ask
for links in a block of text, and it'll detect things
like phone numbers and addresses.
But we also have the ability, through machine learning
models, and stuff that you've seen through smart text
selection, to detect other entities.
We can do the same thing with Linkify.
It takes a little bit potentially longer.
So you do this off thread.
So you would basically generate the links off thread,
and then set it on your text view
later, using code similar to this.
There's a text talk on Wednesday evening.
So please go to that for more details about all
of this, as well as more.
ROMAIN GUY: So location.
Now you can take advantage of a new package,
android.net.wifi.rtt.
It's the WiFi round trip time API.
It requires compatible hardware on your phone.
It also requires a compatible access point.
And it allows you to find a precise location indoors
for the user's device.
You need to request the Find Location permission.
And you don't need to connect to the access point.
So if you're building an application that
requires locating the user inside a big building,
you can take advantage of this API in Android P.
CHET HAASE: Accessibility has some improvements
for navigation through the app.
So it's easier for you to declare
these functional blocks.
It makes it easier for accessible users
to understand how things are being grouped on the screen.
There's an important talk on accessibility right now?
No, that's tomorrow.
OK.
Hopefully it's tomorrow.
I'm not sure that's correct.
ROMAIN GUY: It's tomorrow or 40 minutes ago.
CHET HAASE: OK.
All right.
DAN SANDLER: It's on YouTube.
CHET HAASE: Yes, it is.
Eventually.
Like now.
Yeah.
I think I got the day wrong.
Sorry about that.
It's now.
If you're in the wrong talk, I invite
you to go to the other one.
[LAUGHTER]
ROMAIN GUY: Oh, my turn.
Security.
New API in Android P, the Unified BiometricDialog.
So we deprecated the FingerprintManager
because there are more ways to authenticate yourself
with your body than just with a fingerprint.
Could be your eyes.
Could be whatever else that device manufacturers will
think of next.
So now we have a single UI for all devices
and all means of authentication.
We also have stronger protections for private keys.
And very important in your application,
if you're using the API, Build.SERIAL,
it doesn't work anymore.
The API is still there.
But it basically returns bogus data.
So you cannot rely on it at all anymore.
CHET HAASE: Various changes in Enterprise.
Just a couple of them that are interesting.
We made it easier to work with work profile
apps or different profile apps by having these different tabs
that you can associate with them so they're not all mixed
together, but you can actually have these whole sections
of these different profiles.
Also, you're allowed to lock packages to a specific task.
You could have a launcher with just a minimum set of a group
or a single application.
That works in combination with the ability
to have ephemeral users, which now gives you kiosk mode.
So you will no longer have experiences
like I had on a recent flight, as you
can see from my blurry picture, where you see a movie
and you wonder what operating system is running under that.
So you swipe from the bottom of the screen.
You see the ICS navigation bar.
And then you press on the recent tasks,
and you swipe the movie away, and you confuse
the heck out of the system.
ROMAIN GUY: I have to admit, that's what
I try every time I'm on a plane these days.
And it works a surprising number of times.
DAN SANDLER: Homework for all of you.
CHET HAASE: This is like fun for Android engineers.
This is what we do.
ROMAIN GUY: Hopefully this is not
linked to the plane navigation.
DAN SANDLER: Now?
Is it OK?
Can I talk now?
Is that all right?
CHET HAASE: Very briefly.
DAN SANDLER: Very briefly.
All right.
Let's talk about actually a lot of the system UI stuff
typically gets shown at one of the keynotes that
precedes What's New in Android.
So you've all seen a lot of the great stuff
that users are getting.
I'm going to talk to you about some of the stuff
that as developers you might be interested in.
The first one is display cutouts, a.k.a.--
well, there are other names for it.
These are coming to the ecosystem all over the place.
And so as a developer, you need to know where it's safe to draw
and where it isn't.
When you get your window insets on viewWindowInset, something
or other, you get DisplayCutout object,
which gives you all kinds of interesting data
about the cutout.
But you're probably going to want
to use something called windowLayoutInDisplayCutoutMode
on your window.
So there's the basic way, which is, I never
want to overlap the cutout.
Just leave a black bar at the top or the bottom.
Whatever.
I'm not all that interested.
A little more advanced would be display
cutout mode default, which is, if you were already
going to clear the status bar just fine,
we'll let the app window draw underneath the cutout as well.
So you'll get the nice action bar
color extending through the status bar
and extending underneath the cutout.
Better still, or more advanced still
is shortEdges cutout mode, which means
essentially any time there's a cutout on the short edges
of the device, and we're in portrait,
I will just draw underneath.
You don't have to do anything special.
And in that situation you do need
to look at the display cutout and ask it for the safe insets.
Essentially, well, OK, I'm drawing everywhere.
But you tell me what single rectangle of the screen
is safest to draw in.
And then finally, the cosmic version of this.
You can do shortEdges, but you can actually
get the bounds of the cutout as a region.
So you will get the exact set of rectangles
that are unavailable to you on the screen
so you can display UI in the corners
if the corners are available.
Or if there's a corner cutout, you
can move things out of the way so
that it's visible in the center of the display.
This is the most advanced version of it.
And you can put the electrical tape away,
because you can actually simulate notches now
in developer options on your device.
This is really, really exciting.
Slices actually was what we were calling it internally.
And we liked it so much we just kept it.
You've seen Slices now in a couple of keynotes.
It's essentially something that we've discovered and learned
about on system UI and in the toolkit over many years
of dealing with remote views for app widgets dealing
with notifications.
Essentially the problem of getting content from your app
into some other place.
So Slices is our new approach to remote content
that you can actually use to project UI into your own app,
or into other apps that support it.
It's very structured.
This is not sort of, here's a canvas, or an absolute layout.
Go nuts with it.
We give you a structure to fill out,
and a whole bunch of very flexible templates in which
to populate that data with some display
hints so that the receiving end of the slice, the slice host,
kind of knows what to do with it.
These are interactive.
These are updateable.
This is meant to be something that holds rich UI.
Sliders, controls, live information, possibly
videos, things that actually feel like real UI,
as opposed to a snapshot of something happening
in a distant process somewhere.
Slices are addressable by content URI.
And this is how they're passed around the system,
and how they're passed along to app indexing
to be shown in context like search.
And then finally, Slices is entirely
inside the support library.
It's entirely in Jetpack.
So it's backwards compatible.
You can use Slices all the way back to API 19.
There's a great talk about Slices tomorrow
bright and early, building interactive results
for Google Search.
Come to find out more about how all this technology works
and how you can build your own.
Related to Slices is Actions.
You can think of these as shortcuts with parameters.
Romain likes to think of them as visible intent.
This is essentially a deep link into your app
with some additional payload.
It's not just a link to music.
It's linked to the particular album, or something like that.
And you saw these as well in the keynotes,
showing up in a predictive space inside our app launching
experience, actions you define in an actions XML
file that goes into your APK or app bundle.
And that too can get registered with app indexing
so that search results and predictive features
can show those actions.
And there's a talk about this too,
Thursday, slightly less early in the morning.
Integrating your Android apps with the Google Assistant.
Notifications.
There was a lot of great stuff about digital wellness
and controlling notifications that you saw in the keynote.
And I'm very excited about it in P. I'm going to talk about some
of the developer stuff, though, that we have in here.
We asked users what notifications
are most important to them.
Users love messages.
So we focused our energy in enhancing the messaging style
API.
You can do inline images now.
You can do participant images, and attach other metadata
about the participant.
And we finally now have UI for smart reply,
which we've had on Android Wear for years.
So when you use RemoteInput.setChoices,
those will now appear as chips right in the notification
so you can respond instantly in the middle of a chat
without leaving the notification shade.
And there's tons of other stuff as usual.
I had one other slide that we added
about 10 minutes ago to this deck about notifications.
And I'm just going to let that sit
on the screen for a little while.
[CLAPPING]
So if you're doing something in the background,
the user still needs to know.
But Android P does a much better job of allowing notifications
that you may already have running
testify to that background activity,
including things like overlaying windows.
So with that, talk about the runtime, Romain.
ROMAIN GUY: So probably one of the most important things
for you as an Android developer is to understand
our deprecation policy.
It was announced a few weeks ago.
Soon we will require all the applications to target
some of the newest API levels.
And we're doing that to make sure
that we can keep the security level of Android
as high as possible, as well as performance,
and a lot of other nice things.
So what does it mean for you?
As of August this year, new applications
published on the Play Store will have to target API level 26.
And as of November this year, any update
to an existing application that you publish on the Play Store
will have to target API 26.
And you can expect those numbers to go up over time.
If you have native code in your application,
we've been supporting 32-bit and 64-bit for a few years now.
We will make 64-bit APIs required
as of August of next year.
You'll still be able to ship 32-bit support
in your application, but we will ask you to ship 64-bit as well.
One of the reasons to ship 64-bit on 64-bit devices
is that you get better performance and much
better code out of it.
If you want to know more about the deprecation policy,
there is a talk on Thursday afternoon.
And I'm sure you'll have a lot of questions for the folks
there.
App compatibility.
If you've tried the developer preview in P,
you might have noticed something different
if you're one of those naughty applications that
uses some of our private APIs.
On Android we have two types of private APIs, the APIs that
are actually marked private.
And then there's this weird @hide thing
that we use in our source code.
It's a Java Doc tag that we process especially
to indicate that this is a public API for us.
Not for you.
Just for us.
And we're a bit jealous because a lot of you are using them.
So from now on, a lot of those APIs
will trigger warnings in one form or another.
It might be toast, or it might be logs
when you make an illegal call.
For some of these APIs we need to hear from you
that you need those APIs for your application
to keep working.
Sometimes it's just an oversight.
We didn't make the API public.
It's just because we didn't think about it.
So please go to this URL, and let
us know if there's an API that you
think should be made public.
We might say yes.
We might also say no.
We have three types of lists.
I won't go into too much detail here.
But basically, if an API falls into the blacklist,
you will not be able to call it ever.
I'm not sure if we have anything in the blacklist right now.
But those will evolve over time.
So, again, let us know what APIs you need.
CHET HAASE: This is one of the important reasons.
This is why we ship previews.
We need you to go out there and try your applications
on the previews, because this is the time
to find out when there's problems that either you
can fix before the real release is out there,
or you can let us know if it's a problem that we
need to work on instead.
ROMAIN GUY: And that's Chet trying
to increase his engagement with his podcast.
So there's this podcast called ADB, Android Developer
Backstage.
And in episode 89, they had-- who
did you have in the episode?
CHET HAASE: Brian Carlstrom.
ROMAIN GUY: Brian Carlstrom.
And they talked about this app compatibility issue,
and what it means for you.
So go listen to it.
NDK.
The release 17 of the NDK brings a lot
of very interesting things.
So, first of all, the neural networks
APIs that were part of API level 27.
We also have a new shared memory API if you do a lot of JNI.
More importantly, we have finally ASAN,
the address sanitizer to make sure your code doesn't
scribble all over the memory.
Now you don't need a rooted device anymore to use it.
And we also have an undefined behavior sanitizer.
It can be very difficult to detect undefined behaviors
in your C or C++ code.
So now there's a tool for that.
We finally removed support for the deprecated APIs.
So if you still use ARMv5 or MIPS, MIPS 32-bit or 64-bit,
support is gone.
You should not be shipping those anymore.
In the upcoming release, release 18, we will remove GCC.
So the GCC compiler was deprecated last year.
Now everything is compiled with Clang in the NDK.
We think we gave enough time.
So GCC is going away.
So if you're still using it, maybe you
should not be in this talk.
You should go fix your code.
[LAUGHTER]
And finally, we added support for the simpleperf CPU
profiler.
And we also have support in Android Studio
for native profiling.
So you don't even have to type anything in the terminal.
Graphics and media.
The camera APIs are getting better and better.
We've added a lot of things that we were using ourselves
in the camera applications.
For instance, we give you access to the timestamps
of the optical image stabilization.
So if you want to build the kind of stabilization
we've built in the video recording part of the camera
application, now you can.
If your app is doing a lot of selfies
and using the display as a flash,
you can tell the camera that you're
doing that so you can adapt the exposure accordingly.
We have support for USB cameras.
I haven't seen any use for it, but I've heard some of you
ask about it.
So now it's available.
Multi-camera support.
There are some phones coming out out there
with multiple cameras in the back, or in the front
I suppose.
And now we can expose them as a logical camera that contains
more than one stream of data.
ImageDecoder.
I'm sure a lot of you are familiar with BitmapFactory.
And if you're not fond of that API, trust me,
we're not either.
So there's a new one called ImageDecoder.
It's part of Android P. The idea is to make it not only easier
to decode images, but also to make it possible to decode
animated images.
So ImageDecoder can decode bitmaps, but also drawables,
including animated drawables.
CHET HAASE: There's this new thing called animated GIFs.
I don't know.
All the kids are using them.
It's possible to actually load those now.
ROMAIN GUY: So there are a few concepts
that you have to learn when you learn ImageDecoder.
And we're going to go through them in an example.
So we have the concept of the source.
We have the concept of the post processor,
and finally, the header listener.
So this is what the API looks like.
First, you have to call createSource
on the ImageDecoder.
The source can be an asset.
It could be a file descriptor.
It can be many different things.
And the goal here is that once you create a source,
you can decode multiple images from the same source.
This is particularly useful if you want to build thumbnails.
You can decode the same source once at high resolution,
once at lower resolution, or even intermediate resolutions.
And that can be done from multiple worker threads.
Then you can call decodeBitmap.
You pass the source.
And you can optionally pass a header listener.
So the header listener, we have a lambda.
It gives you back the decoder itself,
the metadata about the image and the source.
And it's inside the header listener
that you can set the options.
So in BitmapFactory you had bitmapfactory.options
that you had to pass through Decode.
Here you have to wait for the header listener to be invoked.
CHET HAASE: We should point out too,
that set target size, that's kind
of a fundamental difference where the old bitmap--
DAN SANDLER: It's up there for them.
CHET HAASE: No.
I know.
I see that.
It's right there it.
[INTERPOSING VOICES]
CHET HAASE: That's a huge difference.
Like before, if you wanted the right target size,
you needed to work with, what?
In density?
As well as?
ROMAIN GUY: In sample size, in density,
and do a lot of trickery.
CHET HAASE: We didn't know how they worked either.
ROMAIN GUY: Yeah.
[LAUGHTER]
CHET HAASE: So a lot easier now.
ROMAIN GUY: Yeah.
Usually our answer was, figure it out.
Anyways, so now you can just tell us
what size you want the bitmap to be in.
And we'll take care of it, finally.
And you can also set the post processor.
So the post processor is something
with a simple interface.
It gives you a canvas so you can draw on the bitmap right
after it's decoded so you can add a header, like your title,
or some metadata on it.
Media.
We are adding support in the platform for the HDR
profile of VP9 so you can play HDR videos
in your applications.
YouTube was doing it, but they had their own way
of decoding videos.
If you own a device that doesn't support HDR,
the playback will be in low dynamic range instead.
But on a device that's capable, like a Pixel 2,
you will be able to see the HDR stream in all its glory.
We're also adding support, and bear with me,
cause it's a little bit confusing,
a format called HEIF.
Yeah.
It rolls off the tongue.
The High Efficiency Image Format.
So it's based on HEVC, which was also called H.265.
And the filename extension is commonly HEIC.
I don't know why they used different letters.
But that's what they did.
So we have to deal with it.
So it is a container.
And it can store multiple images.
So you can use it to store a single image with higher
quality and higher compression ratios than JPEG, for instance.
JPEG is a lot easier to say.
I like JPEG.
But you can also sew multiple images
if you want animated images or short movies.
This is part of the support library,
or, I guess, Jetpack now.
And this is not part of the compressed API
that you find on bitmap.
Because it's a container, it works differently.
So this is what it looks like.
You have to create a builder.
You have to tell us the path where
you want to output the file.
You have to give us in advance the width
and the height of the image.
And the source of the image can come from a bitmap.
But it can also come from a surface.
So you don't necessarily have, for instance,
if you're doing GR rendering, or if you're doing video playback,
you can include that directly as an image.
You don't have to go through an intermediate bitmap.
And then when you call writer to choose,
you can add multiple bitmaps.
In this case, we're adding only one.
And when you call stop, we write it out.
CHET HAASE: I should point out too
that even though it's spelled HEIC, it's pronounced GIF.
[LAUGHTER]
All right.
DAN SANDLER: Go.
ROMAIN GUY: What are you still doing here?
Vulkan.
So this is the slide that I'm excited about.
Very few of you will be.
And I'm sure you will be super excited by things like subgroup
ops and YCrCb formats.
More seriously, anybody who's building
middleware, for instance, the Unity engine, the Orion engine,
or if you're building games, Vulkan
is a low level graphics API that gives you
a lot more control over the GPU so you get higher performance