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3
Aug

Apple Testing Service That Allows Siri to Answer Calls and Transcribe Voicemail


Employees at Apple are reportedly putting a new service through its paces, one that would allow Siri to not only answer a missed call instead of a pre-set voicemail message, but give her the ability to record and transcribe those message for users to read as text later (via Business Insider). The messages would be sent to users via iCloud, completely skipping the need to check voicemail.

sirisuggestions
The so-called “iCloud Voicemail” service could relay information regarding where a user is and specifics as to why they can’t pick up the phone, if given the permission to do so. According to Business Insider, “multiple Apple employees” are testing the new feature and if it stays on track, it could see a debut sometime in 2016 in iOS 10.

Apple’s proposed solution is both incredibly simple and incredibly clever: People like to leave voicemails (it’s often quicker to orally deliver your information than it is to type it in a text message). But they don’t like to receive voicemails (it’s a lot quicker to read a text than it is to listen to the other person talking at you). The new product will also bridge a generation gap: Older users like voicemails. Young people do not.

Apple sends voice data to company servers, where Siri converts the words spoken into text. iCloud Voicemail will presumably function in the same way, sending the raw voicemails to Apple, and Siri will then transcribe them and make them available on your iPhone.

Apple has doubled-down on Siri ever since the digital assistant’s debut, with this year’s launch of iOS 9 — focusing mainly on performance inhancements and subtle design changes — seeing Siri at the heart of the changes. The new iOS will allow the personal assistant to create contextual reminders, search more thoroughly through photos and videos, and grant users an easily-accessible curated list of contacts and apps in “Siri Suggestions,” a quick left-swipe from the home screen.


3
Aug

Dr. Dre Announces ‘Compton A Soundtrack’ Exclusively for Apple Music


Dr. Dre announced over the weekend, on his own Beats 1 radio show “The Pharmacy,” the exclusive debut of “Compton A Soundtrack” on Apple Music (via Pitchfork). The album is set to release this Friday, August 7, and will be available exclusively to iTunes and Apple Music customers.

compton
The Apple-exclusivity announcement was made by Dr. Dre, alongside fellow musician and former band-mate Ice Cube, and director of Straight Outta Compton, F. Gary Gray. Although officially a soundtrack for the film — which chronicles the real-life story of Dre, Ice Cube, Eazy-E, and a few others, around the formation of legendary hip hop/rap group N.W.A. — “Compton A Soundtrack” is also Dr. Dre’s first album in over 15 years. The album will have 16 tracks in total:

01 Intro
02 Talk About It [ft. King Mez & Justus]
03 Genocide [ft. Kendrick Lamar, Marsha Ambrosius & Candice Pillay]
04 It’s All on Me [ft. Justus & BJ the Chicago Kid]
05 All in a Day’s Work [ft. Anderson Paak & Marsha Ambrosius]
06 Darkside/Gone [ft. King Mez, Marsha Ambrosius & Kendrick Lamar]
07 Loose Cannons [ft. Xzibit & COLD 187um]
08 Issues [ft. Ice Cube & Anderson Paak]
09 Deep Water [ft. Kendrick Lamar & Justus]
10 One Shot One Kill [ft. Snoop Dogg]
11 Just Another Day [ft. Asia Bryant]
12 For the Love of Money [ft. Jill Scott & Jon Connor]
13 Satisfaction [ft. Snoop Dogg, Marsha Ambrosius & King Mez]
14 Animals [ft. Anderson Paak]
15 Medicine Mane [ft. Eminem, Candice Pillay & Anderson Paak]
16 Talking to My Diary

Ever since Apple’s acquisition of Beats in the spring of 2014, Dr. Dre’s presence at the company has only grown more prominent, especially in this summer’s launch of Apple Music. Thanks to the streaming service, the musician has his own weekly show on Beats 1 and even began to release some of his original music exclusively on Apple’s new music platform.


3
Aug

OnePlus Carl Pei: another phone in 2015 & NFC is overblown


oneplus 2 launch aa (48 of 93)

It’s barely been a week since OnePlus released its latest flagship – the OnePlus 2 – but the company already has its sight set on another phone for later this year. In an interview with USAToday, OnePlus co-founder Carl Pei revealed that the company has already turned its attention to another phone planned for before the end of this year and it may be a mid-range device.


oneplus 2 launch aa (34 of 93)Related: Should you buy the OnePlus 2?3721210

Pei was asked whether the company had plans for another phone this year, to which he replied:

There’s going to be a second phone this year, before the end of the year. Hopefully for Christmas.

It may or may not be (higher spec’d than the OnePlus 2). When I saw the prototype for that phone I was like ‘holy s— that’s going to be my daily driver’ but then when the OnePlus 2 production version came out it’s also super nice, so its really hard to decide now what to use.

It’s going to be amazing, but today I’m not going to talk about it.

Pei’s answer suggests that we may see the company launch a handset that fits into the mid-range market but with the OnePlus 2 covering the $330-$400 price range and the OnePlus One filling in below that, the new handset will certainly need to be very aggressively priced.


oneplus 2 launch aa (38 of 93)Related: What features is the OnePlus 2 missing?2512337

Rival companies such as Samsung, LG and Motorola have all gained significant market share by focusing on devices in the sub-$200 price range and OnePlus could be looking at a similar strategy. Pei said the company is targeting being the third major OEM in the market (alongside Apple and Samsung) in five years and expects all other OEMs to have died.

In 5 years I think it will be Apple, OnePlus and Samsung because there’s no more room in the market. Everyone else would’ve died because they couldn’t reach the scale they wanted fast enough or they couldn’t have a margin to sustain their business. Look at the soft drink space: there are only two players, Pepsi and Coke.

Pei was interviewed after OnePlus launched the OnePlus 2 last Tuesday and since then, the company has received somewhat mixed feedback; on the one hand, its latest smartphone delivers an impressive feature set at a reasonable price but on the other, it left out some features that many users associate with a flagship device.


oneplus 2 launch aa (47 of 93)Related: OnePlus 2 hands-on and first impressions5628211

One of these is NFC (Near Field Communications), which is a major requirement for the increasing trend of using your mobile phone to pay for items. Pei said the company didn’t include NFC as very few people use it and that NFC is overblow.

I think the entire issue of NFC is overblown. Very few people are using NFC, so we cut it. It’s as simple as that.

I know that Android Pay is coming but all that is in the future. It (NFC) is going to gain widespread adoption in stores 12-18 months from now. By that time people will have moved on to the next device.

OnePlus 2 in video:

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The last comment is definitely interesting given that the company teased the OnePlus 2 by calling it the “2016 Flaship Killer” and we were expecting the handset that challenged flagships, both this year and next. Yet Pei expects people to be moving on within a year, which may yet happen but surprising given the forward-thinking claims of the Chinese company’s latest flagship.

Would you buy a low to mid-range OnePlus smartphone at the end of the year? What about Carl Pei’s thoughts on being one of only three manufacturers in five years and the lack of NFC in the OnePlus 2? Let us know your views in the comments below guys!

3
Aug

The biggest 3 challenges facing major Android OEM’s


dark clouds gloomy 1 Shutterstock

There’s a fair bit of doom and gloom in the smartphone market right now. Samsung just announced its fifth quarterly drop in profits in a row as mobile division profits fell 37.6% compared to last year. HTC is posting a net loss of more $250 million. Sony’s mobile division lost $184 million. Even an apparent success like LG only managed a 1% sales increase in mobile.

You may imagine the difference is being swallowed up by the big Chinese players, but Lenovo’s net profit fell, even as revenue rose. It says that Motorola, acquired from Google last year, is on course to be profitable again by the end of the year or early 2016. Huawei and Xiaomi have increased market share, but it’s not clear how profitable they actually are. We know that Xiaomi’s margins are tight.

What’s the problem here? We just saw a report stating that worldwide smartphone shipments are up 12% year-on-year for Q2 of 2015. Why isn’t everyone making money? There are three major hurdles that are tripping everyone up right now.

Falling prices

This is the statistic that’s hurting everyone the most. We talked about the race to the bottom before, but the fall in prices is extreme. The average selling price (ASP) of an Android smartphone has been dropping every year and it’s lower than ever now. It was $441 back in 2010, and it was just $254 last year. This year it will be lower.

statista asp average selling price Statista

Margins are being squeezed. It’s impossible for manufacturers to make the same profit as before when the ASP is dropping, unless they can find some other way to cut costs. What has actually been happening is that costs have increased, but we’ll get to that in a minute.

How to differentiate

What makes one smartphone stand out over the others? Commoditization has led to a smartphone market where devices are broadly very similar, if not identical. Innovation has slowed to crawl, it may even be sliding backwards. What’s the last major feature that was added to a flagship smartphone that you had never seen before? Biometric security, waterproofing, a heart rate sensor? What we’re mostly seeing now is an incremental improvement on the last model, but in terms of feature set, we’re actually seeing some movement back the way – to reduce features.

flagship smartphones aa (15 of 18)

The other way that OEMs can get noticed is to spend on marketing, but it’s hugely expensive and it’s difficult to accurately measure the return. It’s also ridiculously easy to get it wrong and blow a chunk of cash on an ineffective campaign. It’s hard not to mention HTC here. A double whammy of terrible advertising and releasing almost the same exact flagship phone as the previous year seems to have hit the company hard.

Most of the major Android OEMs have also been guilty of releasing loads of different models that aren’t all that different. It’s confusing. It may also hurt the brand for someone like Samsung, trying to sell at the high end, if a customer’s first experience is of a budget, entry-level device that’s less than perfect. When they renew and want a better phone, they probably won’t choose Samsung. Is it worth the small profit on a budget device if you lose the customer when they trade up?

Rising costs

The falling ASP would be okay if the cost of making smartphones also kept dropping, but it isn’t. OEMs have been adding features to try and differentiate and it has increased the cost of every handset made. Samsung is the best example here because it kept trying to pack in more and more features. The Galaxy S5 cost $256 to produce. The Galaxy S4 cost $236 to produce. Yet they were sold at the same price.

A few manufacturers have moved to cut costs, or they’ve been forced to ignore certain new features in order to keep costs down. The move to make smartphones tougher, for example, by adding waterproofing, has been reversed by Samsung and ignored by others. Is it possible to make a superphone that’s feature-packed and still turn a healthy profit?

oneplus 2 launch aa (62 of 93)

While Samsung has been able to charge a premium for the S6 Edge, OnePlus had to cut features to meet a tight price envelope

The pace must be impacting here too. Samsung’s Galaxy S3 was able to keep selling for years after release. As the numbers ramped up Samsung will surely have managed to cut the cost of production. If new phones never achieve the numbers then those costs won’t fall, but discounting still has to kick in as a phone ages or nobody will buy it – they’ll just buy one of the latest releases instead.

Why is Apple different?

The WSJ reported on the latest research report from Canaccord Genuity which suggested that Apple took 92% of the total smartphone industry profits last quarter, which is actually down from 93% the quarter before. Samsung took 15% of the profits, and that fact they don’t add up is because many others made a loss. Samsung sold 20 million more smartphones than Apple, and yet made a fraction of the profit.

BT-AD014_SMARTP_16U_20150712190305-840x1504

How is Apple doing it? If you look at our three major challenges, you can see how Apple is bucking every one of them. The ASP of an iPhone right now is $687. It’s heading towards three times the Android ASP. Apple stands out because it has a tiny all-premium range, runs its own exclusive platform, and has a strong brand. The cost of producing an iPhone 6, according to IHS, is around $200, just like the iPhone 5S and the iPhone 5 before it.

Not bad for us

There’s something else important that’s worth remembering in all this. What’s good for OEMs isn’t necessarily what’s good for us. We want the best smartphones we can get at the lowest prices we can get them and that’s exactly where Android has been going. But it might not be able to go much further down that road.

There’s still room for premium brands and niche markets with special feature sets. There are still profits being made. But the days of flagships hurtling towards ever more impressive specs and features without a jump in cost are surely numbered.

3
Aug

Huawei shipped over 20 million Honor handsets in H1 2015


huawei honor 6 plus review aa (4 of 29)

Huawei launched its Honor brand of smartphones to help break away from the perception of being just another low-cost Chinese manufacturer and the tactic seems to have worked. The company has shipped over 20 million Honor branded smartphones so far this year, resulting in a revenue of $2.63 billion.

Huawei has already shipped more Honor smartphones in the first half of 2015 that it managed in the entirety of 2014, marking substantial growth in the company’s sub-brand. Revenue is said to have doubled year on year and Huawei is looking to shift 40 million Honor phones by the end of the 2015.


huawei-logo-mwc-2015-3Read More: Huawei sales soar and revenues rise 89 percent in H11534

In total, the Honor brand accounts for around 40 percent of the company’s entire smartphone shipments, which has reached 48.2 million units this year already. Last month, the company announced that it has seen its total smartphone revenue increase by 87 percent to $7.23 billion.

The Honor series has proven particular popular in Europe, where its range of smartphones offered good value for money at a lower price than much of the competition. As a result, Huawei has seen its smartphone shipments grow by 39 percent year on year, while the rest of the market has grown by a smaller 7 percent. The company’s latest Honor 7 phone is scheduled to launch in Europe later this month.

Huawei in video:

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Outside of its Honor brand, Huawei continues to be a dominant player in China, where the company currently sits in second place. Looking to the future, Huawei plans to expand its Honor series to Middle Eastern markets, such as Saudi Arabia, as well as continuing to focus on Europe and the increasingly competitive emerging markets.

3
Aug

Apple reportedly wants to turn Siri into your receptionist


Siri on an iPhone 5s

Apple is testing a service that will let Siri take your calls, record them and transcribe them to text, according to Business Insider. The company is reportedly referring to it as iCloud Voicemail, and it’s similar to the existing visual voicemail service. However, instead of playing a pre-recorded message to your caller when you can’t pick up, Siri will take over the chore. It can then let certain contacts know where you are and why you can’t take the call, provided you give permission. The voice message will then be shunted over to Apple’s servers and transcribed into text.

It works in much the same way that Siri transcribes your voice commands, but it’s unclear if the system would require carrier support. Currently, Apple’s visual voicemail service (which can also back up messages to iCloud) only works with select operators. It’s also not clear if it’d be free, as certain carriers charge extra for that. Nevertheless, it sounds like a good idea — as BI pointed out, lots of folks aren’t fond of voicemail, but the less tech-inclined still prefer to leave them. Employees of the company are reportedly testing the service, and if it’s reliable enough, it’ll be launch next year along with iOS 10. As always, however, take such rumors with a large chaser of skepticism.

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Source: Business Insider

3
Aug

Autodesk targets small studios with its Stingray game engine


Autodesk finally has a game engine to go along with its design tools. The company has just launched Stingray, which it built around the Bitsquid engine it bought last year. Autodesk kept the basic guts of that program — which has already been used on titles like Gauntlet from Warner Bros — and revamped it with a new interface. The company told me the goal was to build an engine for smaller studios that can be customized without the need for a lot of programming. At the same time, it wanted Stingray to have all the bells and whistles of competing products like Unreal Engine 4 — physical shading, post-processing effects, a high-performance reflection system and more.

Stingray is going up against time-tested game engines like Unreal 4 and Unity 5. That’ll make it a hard sell to larger companies using those products, especially if they have established pipelines that took years to create. However, Autodesk is hoping to attract small- to mid-sized studios that don’t have a huge programming staff, so it’s equipped the engine with node-based scripting tools to make coding a drag-and-drop affair. At the same time, it’s also offering Stingray’s C++ source code (for a fee) to companies that want deeper customization.

One of Stingray’s more interesting tools is “Live Link” multi-platform testing. Level designers won’t need to wait for a time-consuming rendering “cycle” to see how gameplay and visuals work on different systems. For instance, an artist can tweak shader settings (lighting, color and materials) and instantly see the results on an iPhone, as shown in the video below. It works across a WiFi network, and covers iOS, Android, Windows, Oculus Rift DK2, Xbox One and PS4 platforms. In theory, quicker feedback should make games look and behave better, especially on platforms with less horsepower like iOS or Android.

Stingray Live Link to iOS

Artists who use Maya, 3DS Max or other Autodesk 3D creation tools will also benefit from some extra integration over tools like Unity. In fact, Maya LT will be bundled with each Stingray license to give artists a basic modeling and animation app. With Live Link, you can tweak a model inside Maya LT and see the changes in Stingray on a given platform in real time. You can also see live camera level fly-throughs, animations and other content. On top of gaming, the company sees the tech as being useful for architectural and design visualization as well, either on a screen or via an AR or VR device like the Oculus Rift. Stingray also supports NVIDIA’s PhysX physics system, and works with Autodesk gameware tools like HumanIK, Scaleform, and FBX.

Autodesk Stingray Real Time Shader

There are some folks that think that Autodesk is already too dominant in gaming, however. The company makes many of the most commonly used creation products in gaming (Maya and 3DS Max) on top of gameware like Scaleform. (Competing products like Blender are available and free, however, so the company doesn’t have a complete monopoly.) Without a lot of other competition, some find Autodesk’s subscription prices to be a bit rich.

It’ll be interesting, then, to see how Autodesk’s pricing for Singray goes over: it’s selling licenses for $30 per month, with a copy of Maya LT thrown in. By contrast, the Unreal 4 engine is free, but designers have to pay a 5 percent royalty on game sales after the first $5,000. Unity’s engine is also free (and royalty-free) but the pro version — with a lot of useful features — starts at $75 per month. Given the hook between Autodesk’s already widely-used products, a more dev-friendly interface and real-time feedback, the pricing might tempt certain companies. Stingray arrives to Windows via subscription starting on August 19th.

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Source: Autodesk

3
Aug

DJs can buy remix-friendly ‘Stems’ music files starting today


Back in March, Native Instruments — the company behind the ubiquitous Traktor DJ software — announced Stems: a music format that lets DJs and remixers to control individual parts of a track. Today Stems launches to the buying public on a number of popular music stores including Beatport and Traxsource have them listed already, Bleep, Juno, whatpeopleplay, and Wasabeat will also be selling them. For years DJs and producers’ only chance of finding a cappella versions of songs was to hope a vocal-only recording existed. The advent of the internet made finding these a little easier, but they were still rare. Expensive software can sometimes help you surgically remove parts or a track, or isolate vocals, but the results aren’t always very clean. Stems makes all that a thing of the past.

The new file-format allows DJs to turn the separate parts of a track on and off at will. Importantly, Stems is open, so anyone will be able to export music as a compatible file (Native Instruments will release tools for this later in the year), and big artists and labels are already on board. A Stems file will break a song into four parts; usually drums, vocals, bass and lead, each of which can be manipulated independently with compatible hardware (Native Instruments’ Kontrol S8, D2, and F1 for example). Beatport, will even let you audition tracks as separate parts in the browser (as seen below). It’s unlikely most casual listeners need to worry about Stems — it’s definitely more for performers — but, if there’s a killer track, with a really annoying vocal, there might just be a workaround at last.

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Source: Stems, Beatport

3
Aug

HTC Desire 828w passes through TENAA


HTC Desire 828w TENAA

HTC’s Desire range continues to expand at a pretty rapid rate, as a new Desire 828w handset has appeared passing through China’s TENAA certification center.

The Desire 828w appears to be a very familiar mid-range design. The certification states that the smartphone will come with a 5.5-inch 1080p display backed up by a familiar Qualcomm Snapdragon 615 processor and 2GB of RAM. The phone is also listed with 16GB of internal storage, a microSD card slot for 128GB of extra space, a 13 megapixel rear camera, 4 “Ultrapixel” front facing camera and Android 5.1 Lollipop on board with HTC’s Sense 6.0 software.

Hardware wise, the phone appears virtually identical to the Desire 826, which HTC launched earlier in the year. However, the pictures from TENAA suggest that the phone has undergone a bit of a redesign. The phone has adopted much rounder edges and dual speaker/microphone grills, although it’s not clear if the phone features two front facing speakers underneath. The smartphone measures 157.7×78.8×7.9mm and weighs 150g.

HTC’s Desire Range:

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The phone comes in black, blue, gold, grey, orange, red and white color options but we don’t have any pricing information yet. We will have to wait and see if the Desire 828w will appear outside of the Chinese market.

3
Aug

Using the Android Percent Support Library


android developer development Alper Çuğun

Android’s standard layouts can be confusing. When one attribute interacts with another attribute, you can get some surprising results. So it helps to have attributes with intuitive meanings, such as layout_widthPercent in the new Percent Support Library.

To test this new android.support.percent package, I created my own sample project. As usual, Android Studio created the default build.gradle and activity_mail.xml files. I tweaked the build.gradle file a tiny bit:

apply plugin: 'com.android.application'

android 

  compileSdkVersion 21

  buildToolsVersion "22.0.0"

  defaultConfig 

    applicationId "com.allmycode.percentlayout"

    minSdkVersion 16

    targetSdkVersion 21

    versionCode 1

    versionName "1.0"

  

  buildTypes 

    release 

      minifyEnabled false

      proguardFiles getDefaultProguardFile 

        ('proguard-android.txt'), 'proguard-rules.pro'

    

  




dependencies 

  compile fileTree(dir: 'libs', include: ['*.jar'])

  compile 'com.android.support:percent:22.2.0'

In the build.gradle file, I changed the minimum SDK version to 16. More importantly, I added the line

compile 'com.android.support:percent:22.2.0'

to the file’s dependencies section. (Later, when I tried running the project, Android Studio noticed that I didn’t have this support:percent library on my local machine. Android Studio had no trouble locating the library for download and installing it automatically.)

Before editing the layout file’s XML code, I dropped three buttons from the Palette in Android Studio’s Designer Tool.

The Percent Support Library has two pre-built layouts – the PercentRelativeLayout and the PercentFrameLayout. To try out the PercentRelativeLayout, I edited some of the activity_main.xml file’s text:

<android.support.percent.PercentRelativeLayout

  xmlns:android="http://schemas.android.com/apk/res/android"

  xmlns:app="http://schemas.android.com/apk/res-auto"

  xmlns:tools="http://schemas.android.com/tools"

  android:layout_width="match_parent"

  android:layout_height="match_parent"

  android:paddingBottom="@dimen/activity_vertical_margin"

  android:paddingLeft="@dimen/activity_horizontal_margin"

  android:paddingRight="@dimen/activity_horizontal_margin"

  android:paddingTop="@dimen/activity_vertical_margin"

  tools:context=".MainActivity">

                  
  <Button

    android:id="@+id/button"

    android:text="Button"

    android:layout_height="wrap_content"

    android:layout_alignParentTop="true"

    app:layout_widthPercent="30%"/>

          
  <Button    

    android:id="@+id/button2"

    android:text="Button 2"

    android:layout_height="wrap_content"

    android:layout_toRightOf="@id/button"

    app:layout_widthPercent="60%"/>


  <Button

    android:id="@+id/button3"

    android:text="Button 3"

    android:layout_height="wrap_content"

    android:layout_below="@+id/button"

    android:layout_alignParentStart="true"

    android:layout_alignParentLeft="true"

    app:layout_widthPercent="90%"/>


</android.support.percent.PercentRelativeLayout>

In the activity_main.xml file, I typed only a few lines manually. Most importantly, I added three app:layout_widthPercent attributes. (The PercentRelativeLayout also has layout_heightPercent, layout_marginPercent, and other percentage-related attributes, but I used only layout_widthPercent in this first experiment.)

The new PercentRelativeLayout class extends Android’s existing RelativeLayout class. So, to specify the relative positions of things, I used familiar attributes like layout_toRightOf and layout_alignParentStart. I also mixed percentage sizes with the existing RelativeLayout sizes. In my example’s layout file, I specified android:layout_height=”wrap_content” for all three buttons.

Notice that, in each of the layout file’s <Button> elements, I didn’t bother specifying an android:layout_width attribute. That’s good because a layout_width attribute (even one that’s ignored by the runtime) would be redundant and confusing next to its layout_widthPercent cousin. Android Studio isn’t used to the lack of this layout_width attribute, so I saw an error marker on each <Button> element in the editor. But I ignored this error marker, and the code ran correctly.

Here’s my sample layout, running on a ZenFone 2 with Android 5.0:

1

And here’s the same layout with the phone in landscape mode:

2

The layout adjusts nicely (and very naturally) to changes in the device’s orientation.

Of course, the Percent Support Library isn’t a silver bullet. This support library doesn’t eliminate interactions among attributes, and developers must be careful to test layouts before deploying them in the wild.

Here’s an example: I added a layout_centerHorizontal attribute to the first button in my layout:

<Button

    android:id="@+id/button"

    android:text="Button"

    android:layout_height="wrap_content"

    android:layout_alignParentTop="true"

    android:layout_centerHorizontal="true"

    app:layout_widthPercent="30%"/>
              

  <Button

    android:id="@+id/button2"

    android:text="Button 2"

    android:layout_height="wrap_content"

    android:layout_toRightOf="@id/button"

    app:layout_widthPercent="60%"/>

When I did this, there wasn’t room to the right of the first button for a second button of width 60 percent, so Android ignored the second button’s layout_widthPercent=”60%” attribute:

3

As an author, I’m excited about the new Percent layouts. I can spare my readers paragraphs of explanation about weights and other features by simply referring to the intuitive notion of percentage sizes.