Sep 20

Announcing the 2016 Android Experiments I/O Challenge!

Posted by Roman Nurik, Senior Interactive Designer, and Richard The, Google Creative Lab

Last summer we launched Android Experiments: a showcase of creative Android projects, and an open invitation for all developers to submit their own experiments to the gallery. So far we’ve seen some amazing work from the developer community – from live wallpaper, to watch faces, to interesting hacks of the IOIO board – and we want to see more.

Today we announce the Android Experiments I/O Challenge: a chance for your experiment (and you) to go to I/O 2016!

From now through April 13, you can enter by submitting your experiments to the gallery. The top three winners of the contest will receive a trip to this year’s Google I/O, and the five runner-ups will get the new Nexus 6P.

So what makes a good Android Experiment? It’s a project that utilizes the unique capabilities of the Android platform in an innovative way. Here are a few suggestions:

  • Creative uses of Android’s new or distinctive features
  • Projects that explore how we interact with our devices, in small and big ways
  • Unique visual aesthetics
  • Open source projects that inspire other developers
  • Surprise us – we want to see the amazing things you’re cooking up

All projects on Android Experiments are open source. If you’re not sure where to start take a look on the site gallery, dig in and get inspired.

We can’t wait to see how you’re combining code and creativity! Enter on androidexperiments.com/challenge today.


Android Developers Blog

Sep 20

Beta Channel for the Android WebView

Posted by Richard Cole, Software Engineer, Google London

Many Android apps use a WebView for displaying HTML content. In Android 5.0 Lollipop, Google has the ability to update WebView independently of the Android platform. Beginning today, developers can use a new beta channel to test the latest version of WebView and provide feedback.

WebView updates bring numerous bug fixes, new web platform APIs and updates from Chromium. If you’re making use of the WebView in your app, becoming a beta channel tester will give you an early start with new APIs as well as the chance to test your app before the WebView rolls out to your users.

The first version offered in the beta channel will be based on Chrome 40 and you can find a full list of changes on the chromium blog entry.

To become a beta tester, join the community which will enable you to sign up for the Beta program; you’ll then be able to install the beta version of the WebView via the Play Store. If you find any bugs, please file them on the Chromium issue tracker.

Join the discussion on

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Android Developers Blog

Sep 16

Android Things Hackster Contest

Posted by Dave Smith,
Developer Advocate for IoT

Android Things
lets you build professional, mass-market products on a trusted platform, without
previous knowledge of embedded system design. With Android Things you get a
turnkey hardware solution and an easy-to-use software development platform based
on Android Studio and the Android SDK — making it easy to build designs that
scale to production. Android Things is currently in developer preview and we’d
love to see what you can build with our
latest release.

Today we are announcing a contest with Hackster and NXP for developers to
showcase their use of Android Things with other Google developer platforms.
Project ideas should be added to Google’s Hackster.io Community by
including Android Things
as a software component, then registered through the contest page.

Idea Submissions

Submit your project ideas starting today. Ideas submitted by September 29, 2017
are eligible to receive one of 120 Pico Pi i.MX6UL Kits to use in the final design. During this phase, projects do
not need to be complete; we just want to see your amazing ideas! We are looking
for concepts in the following categories:

  • Smart Home
  • Robotics
  • Smart City
  • Industrial IoT / Manufacturing
  • Retail
  • Entertainment

Project Submissions

Final projects must be submitted by Oct 31, 2017. Your project does not need to
be one of the chosen recipients of a Pico kit to be eligible for the grand
prize. Winners will receive support from Avnet, Dragon Innovation and
Kickstarter to take their ideas from prototype to production. See the contest page for more
details.

We are eager to see the projects that you come up with. More importantly, we’re
excited to see how your work can inspire other developers to create something
great with Android Things. To learn more about the benefits of Android Things,
watch the recording from the Bootstrapping IoT Products with Android
Things webinar. You can also join Google’s IoT
Developers Community on Google+, a great resource to get updates, ask
questions, and discuss ideas.


Android Developers Blog

Sep 09

Trulia sees 30% more engagement using notifications and further innovates with Android Wear

Posted by Laura Della Torre, Google Play team

Trulia’s mission is to make it as easy as possible for home buyers, sellers, owners and renters to navigate the real estate market. Originally a website-based company, Trulia is keenly aware that its users are migrating to mobile. Today, more than 50 percent of Trulia’s business comes from mobile and growth shows no sign of slowing, so they know that’s where they need to innovate.

In the following video, Jonathan McNulty, VP of Consumer Product, and Lauren Hirashima, Mobile Product Manager, at Trulia, talked about how the company successfully leveraged notifications on Android to increase app engagement by 30 percent and has seen 2x the amount of engagement on Android relative to other platforms:

Trulia continues to focus on improving their mobile experience, using Google’s geo-fencing technology to create Nearby Home Alerts, which lets users know when they walk near a new listing. Combined with Android Wear, Trulia now makes it possible for users to see details and photos about a property and call or email the agent, all directly from their watch.

Find out more about using rich notifications on Android and developing for Android Wear. And check out The Secrets to App Success on Google Play (ebook) which contains a chapter dedicated to the best practices and tools you can use to increase user engagement and retention in your app.


Android Developers Blog

Sep 08

Introducing Android Native Development Kit r16

Posted by Dan Albert, Android NDK Tech Lead

The latest version of the Android Native Development Kit (NDK), Android NDK r16
Beta 1, is now available for download. It
is also available in the SDK manager via Android Studio.

NDK r16 is a big milestone for us, because it’s the first release that we’re
ready to recommend that people start migrating to libc++! More on this later.

We’ve also updated libc++ and its related projects, so this release has improved
support for C++1z. Keep in mind that until C++1z becomes C++17, everything
included is subject to change.

You can find the release notes for this release here.

libc++ and libandroid_support

The NDK has a library called libandroid_support that backports libc APIs that
libc++ depends on that weren’t available on older releases. The reason we’ve
been unable to endorse libc++ (as implemented in the NDK) until now has been a
lack of confidence in this library. The focus of r16 was to rewrite this library
for improved stability.

Since libandroid_support is now a smaller library, your app’s behavior should
more closely match the behavior of the system. As an example, libandroid_support
previously included an alternative implementation of part of stdio. While some
features got backported to ICS, it also meant that any bugs in the alternate
implementation would be present on all OS releases since the bug was
baked into your app. In the new version of libandroid_support, we’ve removed
this so you’ll be missing some features on older devices (almost exclusively
things that no one uses, like %a support in format strings), but
your apps using libc++ will be smaller and more reliable for not having these
features.

Switching to libc++

So, why should you switch to libc++? First and foremost, the other STLs will not
be supported going forward (this has been noted in our roadmap
for quite some time). We’ve been using libc++ for the Android platform since
Lollipop, and that’s been a change that our engineers have been overwhelmingly
happy with. We were able to make this transition in the platform earlier than we
could in the NDK because we didn’t need libandroid_support, and could instead
just update libc in place.

In contrast to the other STLs currently available in the NDK, libc++ fully
supports C++11, C++14, and most of C++1z! Stlport hasn’t had an update since
2008, and gnustl (what we call GNU’s libstdc++, to avoid confusion with Bionic’s
libstdc++, which isn’t an STL) historically hasn’t worked very well with Clang,
particularly in headers that are closely tied to compiler builtins like
and .

We’ll most likely be making libc++ the default in the next NDK release, but for
now you can opt-in if you’re not using it already by following the instructions
below.

Like the other STLs, libc++ is available as both a static and shared library.
Which one you should use depends on your specific circumstances as described in
our
docs, but tl;dr use the static version if you have one and only one shared
library in your application, and use the shared one in all other cases.

ndk-build

Add the following to your Application.mk file:

APP_STL := c++_shared

CMake

Pass the following when invoking CMake:

-DANDROID_STL=c++_shared

If you’re using CMake via Gradle, add the following to your build.gradle:

externalNativeBuild {
    cmake {
        arguments "-DANDROID_STL=c++_shared"
    }
}

Standalone Toolchain

When you create your standalone toolchain, pass --stl=libc++.

The Future of libandroid_support

If you’ve read our
roadmap, you’ve seen that we’ve planned to expand libandroid_support to
backport as much of libc/libm as possible. Whenever we’ve spoken with people
about this, we’ve received lukewarm responses at best. Given that this doesn’t
seem to be a thing that people are interested in, and that it would be something
that increases library size (and therefore APK size, which is something
everyone seems very interested in), we no longer plan to do this.

If we’ve misinterpreted your response or if we haven’t heard from you and this
is something you want, please let us know!

_FILE_OFFSET_BITS=64

tl;dr: Don’t set _FILE_OFFSET_BITS=64 if you want to keep the
behavior present in old NDKs.

Historically, setting _FILE_OFFSET_BITS=64 in the NDK did nothing.
This feature was not present in the deprecated headers at all. With unified
headers, the NDK now has up to date headers with support for this feature.

_FILE_OFFSET_BITS=64 is a macro you can define in your application
to get support for a 64-bit off_t in 32-bit code. This works by
both making off_t 64-bit (by default it is 32-bit in 32-bit code)
and by implicitly replacing calls to APIs like lseek with calls to
lseek64.

Support for _FILE_OFFSET_BITS=64 was not added to Android in a
single release. One API, lseek64, has always been in bionic. Most
APIs were added in Lollipop, and a few more were not added until later releases.

If you’re targeting a release that does not support the 64-bit
off_t variant of a function you are using and have set
_FILE_OFFSET_BITS=64, the function will not be available. This is
in contrast to the behavior for r15 and r15b (but matches r15c) where the
functions were wrongly exposed with a 32-bit off_t that would be
silently truncated.

Note that the 64-bit off_t APIs are still available without
_FILE_OFFSET_BITS=64 under different names. For example, instead of
lseek, call lseek64. Instead of off_t,
use off64_t.

Finally, since this feature is new to the NDK with unified headers, if you just
want to return to the pre-unified headers behavior, all you need to do is stop
setting _FILE_OFFSET_BITS=64.

For more information about off_t ABI details in bionic, see the Bionic
32-bit ABI bugs doc.


Android Developers Blog

Sep 08

Optimize your Android apps for Chromebooks

Posted by Cheryl Lindo Jones, Mobile App Solutions Consultant, Google Play

As more Chromebooks are enabled with Google Play, now is a great time to optimize
your Android app for Chromebooks to reach a larger audience. The changes
made to optimize for large screens will benefit mobile devices that are able to
project to desktop monitors, like the Samsung Galaxy S8. The current
list of Chromebooks that can access the Play Store continues to grow.

There are several differences to consider when optimizing your Android app or
game for Chromebooks:

  • Larger screen sizes and higher resolutions
  • Multi-window and resizable-window support
  • Different hardware input methods: keyboard, trackpad, mouse, stylus
  • Convertible Chromebooks enabling use in laptop and tablet modes

Chromebook users can change screen resolutions, switch between various input
methods, and convert from laptop to tablet mode at any time, so Android apps and
games should handle all of these situations gracefully.

Discoverability on Google Play

If Android apps or games require hardware not available in a Chromebook (like
cellular capability or GPS), those titles will not show up on Google Play for
Chromebook users, similar to Play on Android tablets. Developers should maximize
discoverability on Google Play by doing the following:

Set requested permissions and uses-features in the manifest to ensure
compatibility with Chromebooks. Not all Chromebooks will have touchscreens,
GPS, or rear-facing cameras which are typical for smartphones. Update the
manifest so that sensors and hardware not commonly found on Chromebooks are not
required. Example:

<uses-feature android:name="android.hardware.touchscreen"
    android:required="false" />

Additionally, to educate Chromebook users on any Chrome OS-specific features
that have been implemented, for example supporting additional input methods like
keyboard, trackpad, and stylus, or supporting large, high-resolution screens
with a responsive layout, developers should update the app description on Google
Play. It would also be useful to provide screenshots showcasing how well the app
or game works on the larger screen, or how the title works on a Chromebook
specifically.

Optimizing functionality

While most apps and games already work fairly well on Chromebooks without any
changes, it is still a good idea to explore how to provide an optimized,
consistent experience for Chromebook users.

Large screens and resizable windows

Chromebook users will be more inclined to multitask, opening multiple apps
and/or games at once, taking advantage of the screen size, and operating in a
manner consistent with a desktop or laptop form factor. Unlike on Android
phones, they can also change the screen resolution to fit more onto the screen,
or enlarge the fonts, UI, and graphics, if needed. Multi-window support and
fully resizable window support are key for this usage. Graphics, fonts, layout,
and touch targets should be adjusted accordingly as the screen resolution and
orientation changes.

It is also important to note that just because an app or game window is not in
focus, it does not mean that it is not visible. For example, if a video app is
open in an inactive window, it should continue to play content “in the
background” because it could still be visible along side another app window. To
fully support multi-window
usage in this case, pause video in onStop(), and resume in onStart().

Targeting Android N (API level 24 and higher) will signal to the Chrome OS
window manager that compatibility restrictions should not be used. This allows
for more flexibility and control on the developer’s part for supporting window
resizing.

The system will handle window
management best if Android N is targeted, but for pre-N API support, windows
can be toggled between either a default size selected at app launch, or a
full-screen mode with either the window bar visible, or with window UI hidden in
immersive full-screen mode.

When handling different windowing modes, it is important to know that the window
area for an app or game will be offset by the presence or absence of the window
control bar. The app should not assume that the activity will always be at (0,0)
in the window. Adjust the layout and touch targets accordingly. It is somewhat
common to see apps or games become unresponsive after a window resize or
orientation change because it did not gracefully handle the presence of the
window control bar, or the higher resolution settings of a Chromebook screen.

Orientation support

Because of the laptop form-factor, Chromebook users expect landscape to be the
default orientation for apps on Chromebooks. However, Android apps often assume
that portrait is the default orientation to support, due to the typical way
users interact with their smartphones. To offer flexibility to users, it is
highly recommended to support both portrait and landscape orientations. Some
Chromebooks are convertible, so users can change between laptop and tablet modes
at will, switching between portrait and landscape orientation, according to what
feels comfortable for a given use case.

Most importantly, if possible, do not require a restart if the orientation or
window size changes. If a user is in the process of filling out a form, creating
or editing some content, or in the middle of a level in a game and loses
progress because of an window change — intentional or not — it would be a poor
user experience.

Developers can monitor window configuration changes using
onConfigurationChanged() and dynamically handle those changes by adding this
line to the activity’s manifest:

android:configChanges="screenSize|smallestScreenSize|orientation|screenLayout".

If it is absolutely necessary to require a restart upon changes to the window,
at least restore state by using the onSaveInstanceState() method so that work or
state is not lost.

Additionally, it is important to be consistent with the app’s orientation as the
user is navigating through activities. Currently, the system forces Android apps
to follow the orientation of the root activity to help maintain consistency.
However, this may result in a situation where, perhaps an app starts out in
landscape orientation, and a login screen normally laid out for portrait
orientation pops up, and now does not look optimized due to an unresponsive
layout. Also, it is still possible to have a case where a springboard activity
starts out in an orientation that is different from the primary orientation of
the app. Please keep these possible scenarios in mind when designing the layout
for activities.

Finally, developers should be aware of the differences in handling cameras and
orientation on Chromebooks. Obviously, Android phones have front-facing and
rear-facing cameras that are situated at the top of a portrait-oriented screen.
The front-facing cameras on Chromebooks are situated at the top of a
landscape-oriented screen. Many Chromebooks do not have rear-facing cameras. If
an app requires a camera, it would be best to use android.hardware.camera.any to
access the front-facing camera, if a rear-facing one is not available. Again,
developers should target Android N and, if possible allow the app to be
resizable so that the system can take care of properly orienting the camera
previews.

Supporting multiple input methods

Chromebook users are used to interacting with webpages and apps using a keyboard
and trackpad. Effectively supporting these two input methods for an Android app
means:

  • Supporting hotkeys for commands that a desktop app user may be familiar with
  • Using arrow and tab keys and a trackpad to navigate an activity
  • Allowing hover and opening context menus
  • Supporting other trackpad gestures to enhance productivity in desktop/laptop
    mode

Something as simple as hitting return to send text in a messaging app, or
allowing a user to navigate fields by hitting the tab key will make an app feel
more efficient and cohesive on a Chromebook.

While there is a compatibility
mode for Chrome OS to emulate touchscreen scrolling and other touch events,
it would be best to optimize an Android app by declaring

<uses-feature
    android:name="android.hardware.type.pc"
    android:required="false" />

in the manifest to disable compatibility mode in order to further define custom
support for keyboard and trackpad.

Similarly, the system can guess at giving focus to the right views when
navigating via the tab or arrow keys on a keyboard. But for best performance,
specify how keyboard navigation should be handled
in the activity manifest using the android:nextFocusForward attribute for
tab navigation, and android:nextFocusUp, android:nextFocusDown,
android:nextFocusLeft, android:nextFocusRight attributes for arrow key
navigation.

On a related note, some Chromebooks do not have touchscreens, therefore
well-optimized Android apps on Chrome should not assume the user can perform
typical swipe and multi-touch tap gestures to navigate through an app or game.
If primary functionality cannot be performed using only a keyboard or trackpad,
the user experience will be severely impacted on non-touchscreen Chromebooks.
Try to “translate” existing touchscreen tap and swipe gestures into something
that can be easily done on a trackpad or using the keyboard.

Newer Chromebooks are gaining stylus support, allowing for richer interactions
for sketchbook and note-taking apps, photo editors, games, and more. Developers
are encouraged to use available
APIs to support pressure-sensitivity, tilt, and eraser inputs. To enable
users to comfortably rest their hands on the screen while writing, drawing, or
playing games with the stylus, support palm rejection. The system will attempt
to ignore input from a user’s resting palm, but in case such erroneous touch
events are registered, Android apps should gracefully handle ACTION_CANCEL
events to erase the erroneous inputs.

By supporting all of these additional input methods, users will be able to take
full advantage of the laptop mode for Chromebooks to work more efficiently, or
to be more creative.

Learn more

While a lot was covered in this article, we have additional resources for you to
learn more about optimizing their apps and games for Chromebooks. Read our Medium post
with tips to get your app running great on Chromebooks and watch our
session at Google I/O 2017, Android Apps for Chromebooks
and Large Screen Devices. There is also training material on the Android
developers website for building apps for
Chrome OS. If you have any questions, reach out to the Android developer
community and post with the hashtag #AndroidAppsOnChromeOS.


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Android Developers Blog

Sep 05

Android Wear Developer Preview Now Available

By Austin Robison, Android Wear team

Android Wear extends the Android platform to wearables. These small, powerful devices give users useful information just when they need it. Watches powered by Android Wear respond to spoken questions and commands to provide info and get stuff done. These new devices can help users reach their fitness goals and be their key to a multiscreen world.

We designed Android Wear to bring a common user experience and a consistent developer platform to this new generation of devices. We can’t wait to see what you will build.

Getting started

Your app’s notifications will already appear on Android wearables and starting today, you can sign up for the Android Wear Developer Preview. You can use the emulator provided to preview how your notifications will appear on both square and round Android wearables. The Developer Preview also includes new Android Wear APIs which will let you customize and extend your notifications to accept voice replies, feature additional pages, and stack with similar notifications. Head on over to developer.android.com/wear to sign up and learn more.

For a brief introduction to the developer features of Android Wear, check out these DevBytes videos. They include demos and a discussion about the code snippets driving them.

What’s next?

We’re just getting started with the Android Wear Developer Preview. In the coming months we’ll be launching new APIs and features for Android Wear devices to create even more unique experiences for the wrist.

Join the Android Wear Developers community on Google+ to discuss the Preview and ask questions.

We’re excited to see what you build!

Join the discussion on

+Android Developers


Android Developers Blog

Sep 02

Android Developer Story: Zalando increases installs and revenue by focusing on app quality

Posted by Adriana Puchianu

Based in Berlin, Zalando
is Europe’s leading online fashion platform. With more than 70% of its traffic
now coming from mobile, the company has invested a lot in improving the quality
of its app to provide a good user experience. Investing in bridging the online
and the offline worlds, as well as providing a seamless cross-platform
experience, has had positive results on their user engagement and revenue. Using
features like A/B testing, the pre-launch report and the new release dashboard
from the Google Play Console, Zalando saw a 6% increase in installs and a 15%
increase in the users’ lifetime value.



Watch Rushil Dave, Senior Product Specialist and Meritxell Rivera, Android
Developer discuss how the company has improved user experience and key revenue
and engagement metrics by investing in app quality for their Zalando
app.


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Android Developers Blog

Sep 01

First Preview of Android N: Developer APIs & Tools

Posted by Dave Burke, VP of Engineering

Today we’re happy to announce a Developer Preview of the N release of Android! We’re doing something a little different this year by releasing the preview early… really early. By releasing a “work in progress” build earlier in development, we have more time to incorporate developer feedback. Also, the earlier preview allows us to hand off the final N release to device makers this summer, so they can get their hands on the latest version of Android earlier than ever. We’re looking forward to getting your feedback as you get your apps ready for N.

Here are a few APIs and features we want to highlight which are available as a part of the Android N Developer Preview today, with more to come as we continue developing the release:

Multi-window – A new manifest attribute called android:resizableActivity is available for apps targeting N and beyond. If this attribute is set to true, your activity can be launched in split-screen modes on phones and tablets. You can also specify your activity’s minimum allowable dimensions, preventing users from making the activity window smaller than that size. Lifecycle changes for multi-window are similar to switching from landscape to portrait mode: your activity can handle the configuration change itself, or it can allow the system to stop the activity and recreate it with the new dimensions. In addition, activities can also go into picture-in-picture mode on devices like TVs, and is a great feature for apps that play video; be sure to set android:supportsPictureInPicture to true to take advantage of this.

Direct reply notifications: The RemoteInput notification API, which was originally added for Android Wear, now works in N for phones and tablets. Using the RemoteInput API enables users to reply to incoming message notifications quickly and conveniently, without leaving the notification shade. Learn more here.

Bundled notifications – With N, you can use the Notification.Builder.setGroup() method to group notifications from the same app together – for example individual messages from a messaging app. Grouped notifications can be expanded into individual notifications by using a two-finger gesture or tapping the new expansion button. Learn more here.

Efficiency – We launched Doze in Marshmallow to save battery when your device is stationary. In N, Doze additionally saves battery whenever the screen turns off. If you’ve already adapted your app for Doze, e.g. by using the GCM high priority message for urgent notifications, then you’re set; if not, here’s how to get started. Also, we’re continuing to invest in Project Svelte, an effort to reduce the memory needs of Android so that it can run on a much broader range of devices, in N by making background work more efficient {link to documentation}. If you use JobScheduler for background work, you’re already on the right track. If not, N is a good time to make that switch. And to help you out, we’re making JobScheduler even more capable, so now you can use {@link android.app.job.JobScheduler} to react to things like changes to content providers.

Improved Java 8 language support – We’re excited to bring Java 8 language features to Android. With Android’s Jack compiler, you can now use many popular Java 8 language features, including lambdas and more, on Android versions as far back as Gingerbread. The new features help reduce boilerplate code. For example, lambdas can replace anonymous inner classes when providing event listeners. Some Java 8 language features –like default and static methods, streams, and functional interfaces — are also now available on N and above. With Jack, we’re looking forward to tracking the Java language more closely while maintaining backward compatibility.

Get started

The N Developer Preview includes an updated SDK with system images for testing on the official Android emulator and on Nexus 6, Nexus 5X, Nexus 6P, Nexus Player, Nexus 9, and Pixel C devices (and to help test out these features on a tablet, developers can get a $ 150 discount on Pixel C).

This initial preview release is for developers only and not intended for daily use or consumer use. We plan to update the N Developer Preview system images often during the Developer Preview program. As we get closer to a final product, we’ll be inviting consumers to try it out as well.

We are also making it easier for you to try out N on your development devices with the new Android Beta Program. Starting later today, you’ll be able to update your Android devices to the Developer Preview of N and receive ongoing updates via OTA. Check back later today to learn more!

Click here for more details on getting started with the N Developer Preview and let us know what you think — the sooner we hear from you, the more of your feedback we can integrate.


Android Developers Blog

Sep 01

Download BBM For Android | Aplikasi Chatting Gratis Update Terbaru

Free Download BBM For Android | Aplikasi BBM Gratis Untuk Android dan Iphone Update Terbaru 2013. BlackBerry Messenger untuk Smartphone – BBM for Android adalah aplikasi BlackBerry Messenger yang kini sudah bisa di unduh dan di install untuk di gunakan pada pengguna Android.

Tentunya kalian para pemakai Smartphone Android maupun iOS sudah sangat menunggu untuk dapat menerapkannya di Smartphone Anda, dan kini BBMsudah  siap di pasarkan ke OS Android dan iphone.

Blackberry Messenger (BBM) ini merupakan aplikasi chatting yang memang sangat populer, hampir seluruh anak muda dan berbagai komunitas di Indonesia ini tidak lepas dari BBM ini. Aplikasi ini dapat di download secara gratis di Google Play Store melalui perangkat Android.

Namun yang perlu Anda ketahui adalah banyak sekali aplikasi BBM palsu yang beredar di Google Play Store, Jadi Anda harus pintar untuk dapat mendownload Aplikasi ini. Jika Anda ingin mendownload aplikasi ini, perlu di perhatikan adalah nama developer/pengembang aplikasi ini. Pengembang resmi Aplikasi BBM ini adalah yang menggunakan nama “BlackBerry Limited“.

Aplikasi BBM untuk Android
Screenshot Aplikasi BBM for Android

Agar Anda tidak salah download Aplikasi BBM Android ini, silahkan download melalui Tautan di bawah ini yang saya dapatkan dari KompasTekno. ini merupakan dari BlacBerry resmi.

  • DOWNLOADfrom Google Play Store

Link download/Tautan di atas itu merupakan halaman situs aplikasi-aplikasi yang resmi dikeluarkan oleh BlackBerry.

Selain dari link di atas, BlackBerry juga menyebutkan aplikasi BBM juga dapat di download dari situs resmi BlackBerry asli di sini:

  • DOWNLOAD - from Blackberry.com

Perlu di perhatikan juga bagi Anda para pengguna Android, Aplikasi BBM ini hanya dapat berjalan di perangkat Android semua merek yang telah menggunakan OS Android 4.0 ke atas (Ice Cream Sandwich dan Jelly Bean).

Fitur Aplikasi BBM untuk Android ini adalah Pengguna Android dapat menggunakan Aplikasi BBM untuk mengirim pesan teks, foto, voice note, serta membuat grup diskusi berisi 30 kontak.
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