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Technical docs‎ > ‎New Build System‎ > ‎

Gradle Plugin User Guide

Contents

Introduction1.1 Why Gradle?RequirementsBasic Project3.1 Simple build files3.2 Project Structure3.2.1 Configuring the Structure3.3 Build Tasks3.3.1 General Tasks3.3.2 Java project tasks3.3.3 Android tasks3.4 Basic Build Customization3.4.1 Manifest entries3.4.2 Build Types3.4.3 Signing Configurations3.4.4 Running ProGuard3.4.5 Shrinking ResourcesDependencies, Android Libraries and Multi-project setup4.1 Dependencies on binary packages4.1.1 Local packages4.1.2 Remote artifacts4.2 Multi project setup4.3 Library projects4.3.1 Creating a Library Project4.3.2 Differences between a Project and a Library Project4.3.3 Referencing a Library4.3.4 Library PublicationTesting5.1 Basics and Configuration5.2 Resolving conflicts between main and test APK5.3 Running tests5.4 Testing Android Libraries5.5 Test reports5.5.1 Single projects5.5.2 Multi-projects reports5.6 Lint supportBuild Variants6.1 Product flavors6.2 Build Type + Product Flavor = Build Variant6.3 Product Flavor Configuration6.4 Sourcesets and Dependencies6.5 Building and Tasks6.6 Testing6.7 Multi-flavor variantsAdvanced Build Customization7.1 Build options7.1.1 Java Compilation options7.1.2 aapt options7.1.3 dex options7.2 Manipulating tasks7.3 BuildType and Product Flavor property reference7.4 Using sourceCompatibility 1.7

Introduction

Goals of the new Build System

The goals of the new build system are:
Make it easy to reuse code and resourcesMake it easy to create several variants of an application, either for multi-apk distribution or for different flavors of an applicationMake it easy to configure, extend and customize the build processGood IDE integration

Why Gradle?

Gradle is an advanced build system as well as an advanced build toolkit allowing to create custom build logic through plugins.

Here are some of its features that made us choose Gradle:
Domain Specific Language (DSL) to describe and manipulate the build logicBuild files are Groovy based and allow mixing of declarative elements through the DSL and using code to manipulate the DSL elements to provide custom logic.Built-in dependency management through Maven and/or Ivy.Very flexible. Allows using best practices but doesn’t force its own way of doing things.Plugins can expose their own DSL and their own API for build files to use.Good Tooling API allowing IDE integration

Requirements

Gradle 1.10 or 1.11 or 1.12 with the plugin 0.11.1SDK with Build Tools 19.0.0. Some features may require a more recent version.

Basic Project

A Gradle project describes its build in a file called build.gradle located in the root folder of the project.

Simple build files

The most simple Java-only project has the following build.gradle:

apply plugin: 'java'

This applies the Java plugin, which is packaged with Gradle. The plugin provides everything to build and test Java applications.

The most simple Android project has the following build.gradle:

buildscript {

    repositories {

        mavenCentral()
    }

    dependencies {

        classpath 'com.android.tools.build:gradle:0.11.1'

    }

}

apply plugin: 'android'

android {

    compileSdkVersion 19


    buildToolsVersion "19.0.0"


}

There are 3 main areas to this Android build file:

buildscript { ... } configures the code driving the build.
In this case, this declares that it uses the Maven Central repository, and that there is a classpath dependency on a Maven artifact. This artifact is the library that contains the Android plugin for Gradle in version 0.11.1
Note: This only affects the code running the build, not the project. The project itself needs to declare its own repositories and dependencies. This will be covered later.

Then, the android plugin is applied like the Java plugin earlier.

Finally, android { ... } configures all the parameters for the android build. This is the entry point for the Android DSL.
By default, only the compilation target, and the version of the build-tools are needed. This is done with thecompileSdkVersion and buildtoolsVersion properties.

The compilation target is the same as the target property in the project.properties file of the old build system. This new property can either be assigned a int (the api level) or a string with the same value as the previoustarget property.

Important: You should only apply the android plugin. Applying the javaplugin as well will result in a build error.

Note: You will also need a local.properties file to set the location of the SDK in the same way that the existing SDK requires, using the sdk.dir property.
Alternatively, you can set an environment variable called ANDROID_HOME. There is no differences between the two methods, you can use the one you prefer.

Project Structure

The basic build files above expect a default folder structure. Gradle follows the concept of convention over configuration, providing sensible default option values when possible.

The basic project starts with two components called “source sets”. The main source code and the test code. These live respectively in:

src/main/src/androidTest/

Inside each of these folders exists folder for each source components.
For both the Java and Android plugin, the location of the Java source code and the Java resources:
java/resources/

For the Android plugin, extra files and folders specific to Android:
AndroidManifest.xmlres/assets/aidl/rs/jni/jniLibs/Note: src/androidTest/AndroidManifest.xml is not needed as it is created automatically.

Configuring the Structure

When the default project structure isn’t adequate, it is possible to configure it. According to the Gradle documentation, reconfiguring the sourceSets for a Java project can be done with the following:

sourceSets {

    main {

        java {

            srcDir 'src/java'


        }


        resources {


            srcDir 'src/resources'


        }


    }

}

Note: srcDir will actually add the given folder to the existing list of source folders (this is not mentioned in the Gradle documentation but this is actually the behavior).

To replace the default source folders, you will want to use srcDirs instead, which takes an array of path. This also shows a different way of using the objects involved:

sourceSets {

    main.java.srcDirs = ['src/java']

    main.resources.srcDirs = ['src/resources']

}

For more information, see the Gradle documentation on the Java plugin here.

The Android plugin uses a similar syntaxes, but because it uses its ownsourceSets, this is done within the android object.
Here’s an example, using the old project structure for the main code and remapping the androidTest sourceSet to the tests folder:

android {
    sourceSets {
        main {
            manifest.srcFile 'AndroidManifest.xml'
            java.srcDirs = ['src']


            resources.srcDirs = ['src']
            aidl.srcDirs = ['src']


            renderscript.srcDirs = ['src']


            res.srcDirs = ['res']
            assets.srcDirs = ['assets']


        }



        androidTest.setRoot('tests')
    }
}

Note: because the old structure put all source files (java, aidl, renderscript, and java resources) in the same folder, we need to remap all those new components of the sourceSet to the same src folder.
Note: setRoot() moves the whole sourceSet (and its sub folders) to a new folder. This moves src/androidTest/* to tests/*
This is Android specific and will not work on Java sourceSets.

The ‘migrated’ sample shows this.

Build Tasks

General Tasks

Applying a plugin to the build file automatically creates a set of build tasks to run. Both the Java plugin and the Android plugin do this.

The convention for tasks is the following:
assemble
The task to assemble the output(s) of the projectcheck
The task to run all the checks.build
This task does both assemble and checkclean
This task cleans the output of the projectThe tasks assemblecheck and build don’t actually do anything. They are anchor tasks for the plugins to add actual tasks that do the work.

This allows you to always call the same task(s) no matter what the type of project is, or what plugins are applied.
For instance, applying the findbugs plugin will create a new task and make check depend on it, making it be called whenever the check task is called.

From the command line you can get the high level task running the following command:

gradle tasks

For a full list and seeing dependencies between the tasks run:

gradle tasks --all

Note: Gradle automatically monitor the declared inputs and outputs of a task.
Running the build twice without change will make Gradle report all tasks asUP-TO-DATE, meaning no work was required. This allows tasks to properly depend on each other without requiring unneeded build operations.

Java project tasks

The Java plugin creates mainly two tasks, that are dependencies of the main anchor tasks:
assemblejar
This task creates the output.checktest
This task runs the tests.The jar task itself will depend directly and indirectly on other tasks:classes for instance will compile the Java code.
The tests are compiled with testClasses, but it is rarely useful to call this as test depends on it (as well as classes).

In general, you will probably only ever call assemble or check, and ignore the other tasks.

You can see the full set of tasks and their descriptions for the Java pluginhere.

Android tasks

The Android plugin use the same convention to stay compatible with other plugins, and adds an additional anchor task:
assemble
The task to assemble the output(s) of the projectcheck
The task to run all the checks.connectedCheck
Runs checks that requires a connected device or emulator. they will run on all connected devices in parallel.deviceCheck
Runs checks using APIs to connect to remote devices. This is used on CI servers.build
This task does both assemble and checkclean
This task cleans the output of the project

The new anchor tasks are necessary in order to be able to run regular checks without needing a connected device.
Note that build does not depend on deviceCheck, or connectedCheck.

An Android project has at least two outputs: a debug APK and a release APK. Each of these has its own anchor task to facilitate building them separately:
assembleassembleDebugassembleRelease

They both depend on other tasks that execute the multiple steps needed to build an APK. The assemble task depends on both, so calling it will build both APKs.

Tip: Gradle support camel case shortcuts for task names on the command line. For instance:

gradle aR


is the same as typing

gradle assembleRelease


as long as no other task match ‘aR’

The check anchor tasks have their own dependencies:
checklintconnectedCheckconnectedAndroidTestconnectedUiAutomatorTest (not implemented yet)deviceCheckThis depends on tasks created when other plugins implement test extension points.Finally, the plugin creates install/uninstall tasks for all build types (debug,releasetest), as long as they can be installed (which requires signing).

Basic Build Customization

The Android plugin provides a broad DSL to customize most things directly from the build system.

Manifest entries

Through the DSL it is possible to configure the following manifest entries:
minSdkVersiontargetSdkVersionversionCodeversionNameapplicationId (the effective packageName -- see ApplicationId versus PackageName for more information)Package Name for the test applicationInstrumentation test runnerExample:

android {

    compileSdkVersion 19


    buildToolsVersion "19.0.0"



    defaultConfig {

        versionCode 12


        versionName "2.0"


        minSdkVersion 16
        targetSdkVersion 16
    }

}

The defaultConfig element inside the android element is where all this configuration is defined.

Previous versions of the Android Plugin used packageName to configure the manifest 'packageName' attribute.

Starting in 0.11.0, you should use applicationId in the build.gradle to configure the manifest 'packageName' entry.

This was disambiguated to reduce confusion between the application's packageName (which is its ID) and 

java packages.

The power of describing it in the build file is that it can be dynamic.
For instance, one could be reading the version name from a file somewhere or using some custom logic:

def computeVersionName() {

    ...

}

android {

    compileSdkVersion 19

    buildToolsVersion "19.0.0"

    defaultConfig {

        versionCode 12

        versionName computeVersionName()
        minSdkVersion 16
        targetSdkVersion 16
    }

}

Note: Do not use function names that could conflict with existing getters in the given scope. For instance instance defaultConfig { ...} calling getVersionName() will automatically use the getter of defaultConfig.getVersionName() instead of the custom method.

If a property is not set through the DSL, some default value will be used. Here’s a table of how this is processed.
 Property Name Default value in DSL object Default value versionCode -1 value from manifest if present versionName null value from manifest if present minSdkVersion -1 value from manifest if present targetSdkVersion -1 value from manifest if present applicationId null value from manifest if present testApplicationId null applicationId + “.test” testInstrumentationRunner null android.test.InstrumentationTestRunner signingConfig null null proguardFile N/A (set only) N/A (set only) proguardFiles N/A (set only) N/A (set only) 

The value of the 2nd column is important if you use custom logic in the build script that queries these properties. For instance, you could write:

if (android.defaultConfig.testInstrumentationRunner == null) {

    // assign a better default...

}

If the value remains null, then it is replaced at build time by the actual default from column 3, but the DSL element does not contain this default value so you can't query against it.
This is to prevent parsing the manifest of the application unless it’s really needed. 

Build Types

By default, the Android plugin automatically sets up the project to build both a debug and a release version of the application.

These differ mostly around the ability to debug the application on a secure (non dev) devices, and how the APK is signed.

The debug version is signed with a key/certificate that is created automatically with a known name/password (to prevent required prompt during the build). The release is not signed during the build, this needs to happen after.

This configuration is done through an object called a BuildType. By default, 2 instances are created, a debug and a release one.

The Android plugin allows customizing those two instances as well as creating other Build Types. This is done with the buildTypes DSL container:

android {

    buildTypes {

        debug {

            applicationIdSuffix ".debug"


        }

        jnidebug.initWith(buildTypes.debug)

        jnidebug {

            packageNameSuffix ".jnidebug"

            jniDebuggable true

        }

    }

}

The above snippet achieves the following:
Configures the default debug Build Type:set its package to be <app appliationId>.debug to be able to install both debug and release apk on the same deviceCreates a new BuildType called jnidebug and configure it to be a copy of the debug build type.Keep configuring the jnidebug, by enabling debug build of the JNI component, and add a different package suffix.Creating new Build Types is as easy as using a new element under thebuildTypes container, either to call initWith() or to configure it with a closure.

The possible properties and their default values are:

 Property name Default values for debug Default values for release / other debuggable true false jniDebuggable false false renderscriptDebuggable false false renderscriptOptimLevel 3 3 applicationIdSuffix null null versionNameSuffix null null signingConfig android.signingConfigs.debug null zipAlignEnabled false true minifyEnabled false false proguardFile N/A (set only) N/A (set only) proguardFiles N/A (set only) N/A (set only)

In addition to these properties, Build Types can contribute to the build with code and resources.
For each Build Type, a new matching sourceSet is created, with a default location of

src/<buildtypename>/


This means the Build Type names cannot be main or androidTest (this is enforced by the plugin), and that they have to be unique to each other.

Like any other source sets, the location of the build type source set can be relocated:

android {

    sourceSets.jnidebug.setRoot('foo/jnidebug')

}


Additionally, for each Build Type, a new assemble<BuildTypeName> task is created.

The assembleDebug and assembleRelease tasks have already been mentioned, and this is where they come from. When the debug andrelease Build Types are pre-created, their tasks are automatically created as well.

The build.gradle snippet above would then also generate anassembleJnidebug task, and assemble would be made to depend on it the same way it depends on the assembleDebug and assembleRelease tasks.

Tip: remember that you can type gradle aJ to run the assembleJnidebug task.

Possible use case:
Permissions in debug mode only, but not in release modeCustom implementation for debuggingDifferent resources for debug mode (for instance when a resource value is tied to the signing certificate).The code/resources of the BuildType are used in the following way:
The manifest is merged into the app manifestThe code acts as just another source folderThe resources are overlayed over the main resources, replacing existing values.

Signing Configurations

Signing an application requires the following:
A keystoreA keystore passwordA key alias nameA key passwordThe store typeThe location, as well as the key name, both passwords and store type form together a Signing Configuration (type SigningConfig)

By default, there is a debug configuration that is setup to use a debug keystore, with a known password and a default key with a known password.
The debug keystore is located in $HOME/.android/debug.keystore, and is created if not present.

The debug Build Type is set to use this debug SigningConfig automatically.

It is possible to create other configurations or customize the default built-in one. This is done through the signingConfigs DSL container:

android {

    signingConfigs {

        debug {

            storeFile file("debug.keystore")

        }

        myConfig {

            storeFile file("other.keystore")

            storePassword "android"

            keyAlias "androiddebugkey"

            keyPassword "android"

        }

    }

    buildTypes {

        foo {

            debuggable true

            jniDebuggable true

            signingConfig signingConfigs.myConfig

        }

    }

}


The above snippet changes the location of the debug keystore to be at the root of the project. This automatically impacts any Build Types that are set to using it, in this case the debug Build Type.

It also creates a new Signing Config and a new Build Type that uses the new configuration.

Note: Only debug keystores located in the default location will be automatically created. Changing the location of the debug keystore will not create it on-demand. Creating a SigningConfig with a different name that uses the default debug keystore location will create it automatically. In other words, it’s tied to the location of the keystore, not the name of the configuration.

Note: Location of keystores are usually relative to the root of the project, but could be absolute paths, thought it is not recommended (except for the debug one since it is automatically created).

Note:  If you are checking these files into version control, you may not want the password in the file. The following Stack Overflow post shows ways to read the values from the console, or from environment variables.

http://stackoverflow.com/questions/18328730/how-to-create-a-release-signed-apk-file-using-gradle

We'll update this guide with more detailed information later.

Running ProGuard

ProGuard is supported through the Gradle plugin for ProGuard version 4.10. The ProGuard plugin is applied automatically, and the tasks are created automatically if the Build Type is configured to run ProGuard through theminifyEnabled property.

android {
    buildTypes {
        release {
            minifyEnabled true
            proguardFile getDefaultProguardFile('proguard-android.txt')
        }
    }

    productFlavors {

        flavor1 {

        }

        flavor2 {

            proguardFile 'some-other-rules.txt'

        }

    }

}

Variants use all the rules files declared in their build type, and product flavors.

There are 2 default rules files

proguard-android.txtproguard-android-optimize.txt

They are located in the SDK. Using getDefaultProguardFile() will return the full path to the files. They are identical except for enabling optimizations.

Shrinking Resources

You can also remove unused resources, automatically, at build time. For more information, see the Resource Shrinking document.

Dependencies, Android Libraries and Multi-project setup

Gradle projects can have dependencies on other components. These components can be external binary packages, or other Gradle projects.

Dependencies on binary packages

Local packages

To configure a dependency on an external library jar, you need to add a dependency on the compile configuration.

dependencies {

    compile files('libs/foo.jar')

}

android {

    ...

}

Note: the dependencies DSL element is part of the standard Gradle API and does not belong inside the android element.

The compile configuration is used to compile the main application. Everything in it is added to the compilation classpath and also packaged in the final APK.
There are other possible configurations to add dependencies to:
compile: main applicationandroidTestCompile: test applicationdebugCompile: debug Build TypereleaseCompile: release Build Type.Because it’s not possible to build an APK that does not have an associatedBuild Type, the APK is always configured with two (or more) configurations: compile and <buildtype>Compile.
Creating a new Build Type automatically creates a new configuration based on its name.

This can be useful if the debug version needs to use a custom library (to report crashes for instance), while the release doesn’t, or if they rely on different versions of the same library.

Remote artifacts

Gradle supports pulling artifacts from Maven and Ivy repositories.

First the repository must be added to the list, and then the dependency must be declared in a way that Maven or Ivy declare their artifacts.

repositories {

    mavenCentral()

}

dependencies {

    compile 'com.google.guava:guava:11.0.2'

}

android {

    ...

}

Note: mavenCentral() is a shortcut to specifying the URL of the repository. Gradle supports both remote and local repositories.
Note: Gradle will follow all dependencies transitively. This means that if a dependency has dependencies of its own, those are pulled in as well.

For more information about setting up dependencies, read the Gradle user guide here, and DSL documentation here.

Multi project setup

Gradle projects can also depend on other gradle projects by using a multi-project setup.

A multi-project setup usually works by having all the projects as sub folders of a given root project.

For instance, given to following structure:

MyProject/

 + app/

 + libraries/

    + lib1/

    + lib2/

We can identify 3 projects. Gradle will reference them with the following name:

:app

:libraries:lib1

:libraries:lib2

Each projects will have its own build.gradle declaring how it gets built.
Additionally, there will be a file called settings.gradle at the root declaring the projects.
This gives the following structure:

MyProject/

 | settings.gradle

 + app/

    | build.gradle

 + libraries/

    + lib1/

       | build.gradle

    + lib2/

       | build.gradle

The content of settings.gradle is very simple:

include ':app', ':libraries:lib1', ':libraries:lib2'


This defines which folder is actually a Gradle project.

The :app project is likely to depend on the libraries, and this is done by declaring the following dependencies:

dependencies {

    compile project(':libraries:lib1')

}

More general information about multi-project setup here.

Library projects

In the above multi-project setup, :libraries:lib1 and :libraries:lib2 can be Java projects, and the :app Android project will use their jar output.

However, if you want to share code that accesses Android APIs or uses Android-style resources, these libraries cannot be regular Java project, they have to be Android Library Projects.

Creating a Library Project

A Library project is very similar to a regular Android project with a few differences.

Since building libraries is different than building applications, a different plugin is used. Internally both plugins share most of the same code and they are both provided by the same com.android.tools.build.gradle jar.

buildscript {

    repositories {

        mavenCentral()

    }

    dependencies {

        classpath 'com.android.tools.build:gradle:0.5.6'

    }

}

apply plugin: 'android-library'

android {

    compileSdkVersion 15

}

This creates a library project that uses API 15 to compile. SourceSets, and dependencies are handled the same as they are in an application project and can be customized the same way.

Differences between a Project and a Library Project

A Library project's main output is an .aar package (which stands for Android archive). It is a combination of compile code (as a jar file and/or native .so files) and resources (manifest, res, assets).

A library project can also generate a test apk to test the library independently from an application.

The same anchor tasks are used for this (assembleDebug,assembleRelease) so there’s no difference in commands to build such a project.

For the rest, libraries behave the same as application projects. They have build types and product flavors, and can potentially generate more than one version of the aar.

Note that most of the configuration of the Build Type do not apply to library projects. However you can use the custom sourceSet to change the content of the library depending on whether it’s used by a project or being tested.

Referencing a Library

Referencing a library is done the same way any other project is referenced:

dependencies {

    compile project(':libraries:lib1')

    compile project(':libraries:lib2')

}

Note: if you have more than one library, then the order will be important. This is similar to the old build system where the order of the dependencies in the project.properties file was important.

Library Publication

By default a library only publishes its release variant. This variant will be used by all projects referencing the library, no matter which variant they build themselves. This is a temporary limitation due to Gradle limitations that we are working towards removing.

You can control which variant gets published with 

android {

    defaultPublishConfig "debug"

}

Note that this publishing configuration name references the full variant name.Release and debug are only applicable when there are no flavors. If you wanted to change the default published variant while using flavors, you would write:

android {

    defaultPublishConfig "flavor1Debug"

}

It is also possible to publish all variants of a library. We are planning to allow this while using a normal project-to-project dependency (like shown above), but this is not possible right now due to limitations in Gradle (we are working toward fixing those as well).

Publishing of all variants are not enabled by default. To enable them:

android {

    publishNonDefault true

}

It is important to realize that publishing multiple variants means publishing multiple aar files, instead of a single aar containing multiple variants. Each aar packaging contains a single variant.

Publishing an variant means making this aar available as an output artifact of the Gradle project. This can then be used either when publishing to a maven repository, or when another project creates a dependency on the library project.

Gradle has a concept of default" artifact. This is the one that is used when writing:

compile project(':libraries:lib2')

To create a dependency on another published artifact, you need to specify which one to use:

dependencies {

    flavor1Compile project(path: ':lib1', configuration: 'flavor1Release')

    flavor2Compile project(path: ':lib1', configuration: 'flavor2Release')

}

Important: Note that the published configuration is a full variant, including the build type, and needs to be referenced as such. 

Important: When enabling publishing of non default, the Maven publishing plugin will publish these additional variants as extra packages (with classifier). This means that this is not really compatible with publishing to a maven repository. You should either publish a single variant to a repository OR enable all config publishing for inter-project dependencies.

Testing

Building a test application is integrated into the application project. There is no need for a separate test project anymore. 

For the experimental unit testing support added in 1.1, please see this page. The rest of this section describes "instrumentation tests" that can run on a real device (or an emulator) and require a separate, testing APK to be built.

Basics and Configuration

As mentioned previously, next to the main sourceSet is the androidTest sourceSet, located by default in src/androidTest/
From this sourceSet is built a test apk that can be deployed to a device to test the application using the Android testing framework. This can contain unit tests, instrumentation tests, and later uiautomator tests.

The <instrumentation> node of the manifest for the test app is generated but you can create a src/androidTest/AndroidManifest.xml file to add other component to the test manifest.

There are a few values that can be configured for the test app, in order to configure the <instrumentation> node.
testPackageNametestInstrumentationRunner

testHandleProfiling

testFunctionalTest

As seen previously, those are configured in the defaultConfig object:

android {

    defaultConfig {

        testPackageName "com.test.foo"

        testInstrumentationRunner "android.test.InstrumentationTestRunner"

        testHandleProfiling true

        testFunctionalTest true

    }

}

The value of the targetPackage attribute of the instrumentation node in the test application manifest is automatically filled with the package name of the tested app, even if it is customized through the defaultConfig and/or the Build Type objects. This is one of the reason this part of the manifest is generated automatically.

Additionally, the sourceSet can be configured to have its own dependencies.
By default, the application and its own dependencies are added to the test app classpath, but this can be extended with 

dependencies {

    androidTestCompile 'com.google.guava:guava:11.0.2'

}

The test app is built by the task assembleTest. It is not a dependency of the main assemble task, and is instead called automatically when the tests are set to run.

Currently only one Build Type is tested. By default it is the debug Build Type, but this can be reconfigured with:

android {

    ...

    testBuildType "staging"

}


Resolving conflicts between main and test APK

When instrumentation tests are run, both the main APK and test APK share the same classpath. Gradle build will fail if the main APK and the test APK use the same library (e.g. Guava) but in different versions. If gradle didn't catch that, your app could behave differently during tests and during normal run (including crashing in one of the cases).

To make the build succeed, just make sure both APKs use the same version. If the error is about an indirect dependency (a library you didn't mention in your build.gradle), just add a dependency for the newer version to the configuration ("compile" or "androidTestCompile") that needs it. You can also use Gradle's resolution strategy mechanism.

You can inspect the dependency tree by running ./gradlew :app:dependencies

Running tests

As mentioned previously, checks requiring a connected device are launched with the anchor task called connectedCheck.

This depends on the task androidTest and therefore will run it. This task does the following:
Ensure the app and the test app are built (depending on assembleDebug and assembleTest)Install both appsRun the testsUninstall both apps.If more than one device is connected, all tests are run in parallel on all connected devices. If one of the test fails, on any device, the build will fail.

All test results are stored as XML files under

build/androidTest-results


(This is similar to regular jUnit results that are stored under build/test-results)

This can be configured with

android {

    ...

    testOptions {

        resultsDir = "$project.buildDir/foo/results"

    }

}

The value of android.testOptions.resultsDir is evaluated withProject.file(String)

Testing Android Libraries

Testing Android Library project is done exactly the same way as application projects.

The only difference is that the whole library (and its dependencies) is automatically added as a Library dependency to the test app. The result is that the test APK includes not only its own code, but also the library itself and all its dependencies.
The manifest of the Library is merged into the manifest of the test app (as is the case for any project referencing this Library).

The androidTest task is changed to only install (and uninstall) the test APK (since there are no other APK to install.)

Everything else is identical.

Test reports

When running unit tests, Gradle outputs an HTML report to easily look at the results.
The Android plugins build on this and extends the HTML report to aggregate the results from all connected devices.

Single projects

The project is automatically generated upon running the tests. Its default location is

build/reports/androidTests

This is similar to the jUnit report location, which is build/reports/tests, or other reports usually located in build/reports/<plugin>/

The location can be customized with

android {

    ...

    testOptions {

        reportDir = "$project.buildDir/foo/report"

    }

}


The report will aggregate tests that ran on different devices.

Multi-projects reports

In a multi project setup with application(s) and library(ies) projects, when running all tests at the same time, it might be useful to generate a single reports for all tests.

To do this, a different plugin is available in the same artifact. It can be applied with:

buildscript {

    repositories {

        mavenCentral()

    }

    dependencies {

        classpath 'com.android.tools.build:gradle:0.5.6'

    }

}

apply plugin: 'android-reporting'

This should be applied to the root project, ie in build.gradle next tosettings.gradle

Then from the root folder, the following command line will run all the tests and aggregate the reports:

gradle deviceCheck mergeAndroidReports --continue

Note: the --continue option ensure that all tests, from all sub-projects will be run even if one of them fails. Without it the first failing test will interrupt the run and not all projects may have their tests run.

Lint support

As of version 0.7.0, you can run lint for a specific variant, or for all variants, in which case it produces a report which describes which specific variants a given issue applies to.

You can configure lint by adding a lintOptions section like following. You typically only specify a few of these; this section shows all the available options.

android {


    lintOptions {


        // set to true to turn off analysis progress reporting by lint

        quiet true

        // if true, stop the gradle build if errors are found

        abortOnError false

        // if true, only report errors

        ignoreWarnings true

        // if true, emit full/absolute paths to files with errors (true by default)

        //absolutePaths true

        // if true, check all issues, including those that are off by default

        checkAllWarnings true

        // if true, treat all warnings as errors

        warningsAsErrors true

        // turn off checking the given issue id's

        disable 'TypographyFractions','TypographyQuotes'

        // turn on the given issue id's

        enable 'RtlHardcoded','RtlCompat', 'RtlEnabled'

        // check *only* the given issue id's

        check 'NewApi', 'InlinedApi'

        // if true, don't include source code lines in the error output

        noLines true

        // if true, show all locations for an error, do not truncate lists, etc.

        showAll true

        // Fallback lint configuration (default severities, etc.)

        lintConfig file("default-lint.xml")

        // if true, generate a text report of issues (false by default)

        textReport true

        // location to write the output; can be a file or 'stdout'

        textOutput 'stdout'

        // if true, generate an XML report for use by for example Jenkins

        xmlReport false

        // file to write report to (if not specified, defaults to lint-results.xml)

        xmlOutput file("lint-report.xml")

        // if true, generate an HTML report (with issue explanations, sourcecode, etc)

        htmlReport true

        // optional path to report (default will be lint-results.html in the builddir)

        htmlOutput file("lint-report.html")

   // set to true to have all release builds run lint on issues with severity=fatal


   // and abort the build (controlled by abortOnError above) if fatal issues are found


   checkReleaseBuilds true


        // Set the severity of the given issues to fatal (which means they will be

        // checked during release builds (even if the lint target is not included)

        fatal 'NewApi', 'InlineApi'

        // Set the severity of the given issues to error

        error 'Wakelock', 'TextViewEdits'

        // Set the severity of the given issues to warning

        warning 'ResourceAsColor'

        // Set the severity of the given issues to ignore (same as disabling the check)

        ignore 'TypographyQuotes'

    }


}


Build Variants

One goal of the new build system is to enable creating different versions of the same application.

There are two main use cases:
Different versions of the same application
For instance, a free/demo version vs the “pro” paid application.Same application packaged differently for multi-apk in Google Play Store.
See http://developer.android.com/google/play/publishing/multiple-apks.html for more information.A combination of 1. and 2. The goal was to be able to generate these different APKs from the same project, as opposed to using a single Library Projects and 2+ Application Projects.

Product flavors

A product flavor defines a customized version of the application build by the project. A single project can have different flavors which change the generated application.

This new concept is designed to help when the differences are very minimum. If the answer to “Is this the same application?” is yes, then this is probably the way to go over Library Projects.

Product flavors are declared using a productFlavors DSL container:

android {

    ....

    productFlavors {

        flavor1 {

            ...

        }

        flavor2 {

            ...

        }

    }

}

This creates two flavors, called flavor1 and flavor2.
Note: The name of the flavors cannot collide with existing Build Type names, or with the androidTest sourceSet.

Build Type + Product Flavor = Build Variant

As we have seen before, each Build Type generates a new APK.

Product Flavors do the same: the output of the project becomes all possible combinations of Build Types and, if applicable, Product Flavors.

Each (Build TypeProduct Flavor) combination is called a Build Variant.

For instance, with the default debug and release Build Types, the above example generates four Build Variants:
Flavor1 - debugFlavor1 - releaseFlavor2 - debugFlavor2 - releaseProjects with no flavors still have Build Variants, but the single defaultflavor/config is used, nameless, making the list of variants similar to the list ofBuild Types.

Product Flavor Configuration

Each flavors is configured with a closure:

android {

    ...

    defaultConfig {

        minSdkVersion 8

        versionCode 10

    }

    productFlavors {

        flavor1 {

            packageName "com.example.flavor1"

            versionCode 20

        }

        flavor2 {

            packageName "com.example.flavor2"

            minSdkVersion 14

        }

    }

}

Note that the android.productFlavors.* objects are of typeProductFlavor which is the same type as the android.defaultConfigobject. This means they share the same properties.

defaultConfig provides the base configuration for all flavors and each flavor can override any value. In the example above, the configurations end up being:

flavor1packageName: com.example.flavor1minSdkVersion: 8versionCode: 20flavor2packageName: com.example.flavor2minSdkVersion: 14versionCode: 10Usually, the Build Type configuration is an overlay over the other configuration. For instance, the Build Type's packageNameSuffix is appended to theProduct Flavor's packageName.

There are cases where a setting is settable on both the Build Type and theProduct Flavor. In this case, it’s is on a case by case basis.

For instance, signingConfig is one of these properties.
This enables either having all release packages share the same SigningConfig, by setting android.buildTypes.release.signingConfig, or have each release package use their own SigningConfig by setting eachandroid.productFlavors.*.signingConfig objects separately.

Sourcesets and Dependencies

Similar to Build TypesProduct Flavors also contribute code and resources through their own sourceSets.

The above example creates four sourceSets:
android.sourceSets.flavor1
Location src/flavor1/android.sourceSets.flavor2
Location src/flavor2/android.sourceSets.androidTestFlavor1
Location src/androidTestFlavor1/android.sourceSets.androidTestFlavor2
Location src/androidTestFlavor2/Those sourceSets are used to build the APK, alongsideandroid.sourceSets.main and the Build Type sourceSet.

The following rules are used when dealing with all the sourcesets used to build a single APK:
All source code (src/*/java) are used together as multiple folders generating a single output.Manifests are all merged together into a single manifest. This allowsProduct Flavors to have different components and/or permissions, similarly to Build Types.All resources (Android res and assets) are used using overlay priority where the Build Type overrides the Product Flavor, which overrides themain sourceSet.Each Build Variant generates its own R class (or other generated source code) from the resources. Nothing is shared between variants.

Finally, like Build TypesProduct Flavors can have their own dependencies. For instance, if the flavors are used to generate a ads-based app and a paid app, one of the flavors could have a dependency on an Ads SDK, while the other does not.

dependencies {

    flavor1Compile "..."

}


In this particular case, the file src/flavor1/AndroidManifest.xmlwould probably need to include the internet permission.

Additional sourcesets are also created for each variants:

android.sourceSets.flavor1Debug
Location src/flavor1Debug/android.sourceSets.flavor1Release
Location src/flavor1Release/android.sourceSets.flavor2Debug
Location src/flavor2Debug/android.sourceSets.flavor2Release
Location src/flavor2Release/

These have higher priority than the build type sourcesets, and allow customization at the variant level.

Building and Tasks

We previously saw that each Build Type creates its own assemble<name>task, but that Build Variants are a combination of Build Type and Product Flavor.

When Product Flavors are used, more assemble-type tasks are created. These are:
assemble<Variant Name>assemble<Build Type Name>assemble<Product Flavor Name>#1 allows directly building a single variant. For instanceassembleFlavor1Debug.

#2 allows building all APKs for a given Build Type. For instance assembleDebug will build both Flavor1Debug andFlavor2Debug variants.

#3 allows building all APKs for a given flavor. For instance assembleFlavor1 will build both Flavor1Debug andFlavor1Release variants.

The task assemble will build all possible variants.

Testing

Testing multi-flavors project is very similar to simpler projects.

The androidTest sourceset is used for common tests across all flavors, while each flavor can also have its own tests.

As mentioned above, sourceSets to test each flavor are created:
android.sourceSets.androidTestFlavor1
Location src/androidTestFlavor1/android.sourceSets.androidTestFlavor2
Location src/androidTestFlavor2/
Similarly, those can have their own dependencies:

dependencies {

    androidTestFlavor1Compile "..."

}

Running the tests can be done through the main deviceCheck anchor task, or the main androidTest tasks which acts as an anchor task when flavors are used.

Each flavor has its own task to run tests: androidTest<VariantName>. For instance:
androidTestFlavor1DebugandroidTestFlavor2DebugSimilarly, test APK building tasks and install/uninstall tasks are per variant:
assembleFlavor1TestinstallFlavor1DebuginstallFlavor1TestuninstallFlavor1Debug...Finally the HTML report generation supports aggregation by flavor.
The location of the test results and reports is as follows, first for the per flavor version, and then for the aggregated one:
build/androidTest-results/flavors/<FlavorName>build/androidTest-results/all/build/reports/androidTests/flavors<FlavorName>build/reports/androidTests/all/Customizing either path, will only change the root folder and still create sub folders per-flavor and aggregated results/reports.

Multi-flavor variants

In some case, one may want to create several versions of the same apps based on more than one criteria.
For instance, multi-apk support in Google Play supports 4 different filters. Creating different APKs split on each filter requires being able to use more than one dimension of Product Flavors.

Consider the example of a game that has a demo and a paid version and wants to use the ABI filter in the multi-apk support. With 3 ABIs and two versions of the application, 6 APKs needs to be generated (not counting the variants introduced by the different Build Types).
However, the code of the paid version is the same for all three ABIs, so creating simply 6 flavors is not the way to go.
Instead, there are two dimensions of flavors, and variants should automatically build all possible combinations.

This feature is implemented using Flavor Dimensions. Flavors are assigned to a specific dimension

android {

    ...

    flavorDimensions "abi", "version"

    productFlavors {

        freeapp {

            flavorDimension "version"

            ...

        }

        x86 {

            flavorDimension "abi"

            ...

        }

    }

}

The android.flavorDimensions array defines the possible dimensions, as well as the order. Each defined Product Flavor is assigned to a dimension.

From the following dimensioned Product Flavors [freeapp, paidapp] and [x86, arm, mips] and the [debug, release] Build Types, the following build variants will be created:
x86-freeapp-debugx86-freeapp-releasearm-freeapp-debugarm-freeapp-releasemips-freeapp-debugmips-freeapp-releasex86-paidapp-debugx86-paidapp-releasearm-paidapp-debugarm-paidapp-releasemips-paidapp-debugmips-paidapp-releaseThe order of the dimension as defined by android.flavorDimensions is very important.

Each variant is configured by several Product Flavor objects:
android.defaultConfigOne from the abi dimensionOne from the version dimensionThe order of the dimension drives which flavor override the other, which is important for resources when a value in a flavor replaces a value defined in a lower priority flavor.
The flavor dimension is defined with higher priority first. So in this case:

abi > version > defaultConfig

Multi-flavors projects also have additional sourcesets, similar to the variant sourcesets but without the build type:

android.sourceSets.x86Freeapp
Location src/x86Freeapp/android.sourceSets.armPaidapp
Location src/armPaidapp/etc...

These allow customization at the flavor-combination level. They have higher priority than the basic flavor sourcesets, but lower priority than the build type sourcesets.

Advanced Build Customization

Build options

Java Compilation options

android {

    compileOptions {

        sourceCompatibility = "1.6"

        targetCompatibility = "1.6"

    }

}


Default value is “1.6”. This affect all tasks compiling Java source code.

aapt options

android {

    aaptOptions {

        noCompress 'foo', 'bar'

        ignoreAssetsPattern "!.svn:!.git:!.ds_store:!*.scc:.*:<dir>_*:!CVS:!thumbs.db:!picasa.ini:!*~"

    }

}

This affects all tasks using aapt.

dex options

android {

    dexOptions {

        incremental false


        preDexLibraries = false


        jumboMode = false


        javaMaxHeapSize "2048M"


    }

}


This affects all tasks using dex.

Manipulating tasks

Basic Java projects have a finite set of tasks that all work together to create an output.
The classes task is the one that compile the Java source code.
It’s easy to access from build.gradle by simply using classes in a script. This is a shortcut for project.tasks.classes.

In Android projects, this is a bit more complicated because there could be a large number of the same task and their name is generated based on the Build Types and Product Flavors.

In order to fix this, the android object has two properties:
applicationVariants (only for the app plugin)libraryVariants (only for the library plugin)testVariants (for both plugins)All three return a DomainObjectCollection of ApplicationVariant,LibraryVariant, and TestVariant objects respectively.

Note that accessing any of these collections will trigger the creations of all the tasks. This means no (re)configuration should take place after accessing the collections.

The DomainObjectCollection gives access to all the objects directly, or through filters which can be convenient.

android.applicationVariants.all { variant ->

    ....

}

All three variant classes share the following properties:

 Property Name Property Type Description name String The name of the variant. Guaranteed to be unique. description String Human readable description of the variant. dirName String subfolder name for the variant. Guaranteed to be unique. Maybe more than one folder, ie “debug/flavor1” baseName String Base name of the output(s) of the variant. Guaranteed to be unique. outputFile File The output of the variant. This is a read/write property processManifest ProcessManifest The task that processes the manifest. aidlCompile AidlCompile The task that compiles the AIDL files. renderscriptCompile RenderscriptCompile The task that compiles the Renderscript files. mergeResources MergeResources The task that merges the resources. mergeAssets MergeAssets The task that merges the assets. processResources ProcessAndroidResources The task that processes and compile the Resources. generateBuildConfig GenerateBuildConfig The task that generates the BuildConfig class. javaCompile JavaCompile The task that compiles the Java code. processJavaResources Copy The task that process the Java resources. assemble DefaultTask The assemble anchor task for this variant.
The ApplicationVariant class adds the following:

 Property Name Property Type Description buildType BuildType The BuildType of the variant. productFlavors List<ProductFlavor> The ProductFlavors of the variant. Always non Null but could be empty. mergedFlavor ProductFlavor The merging of android.defaultConfig and variant.productFlavors signingConfig SigningConfig The SigningConfig object used by this variant isSigningReady boolean true if the variant has all the information needed to be signed. testVariant BuildVariant The TestVariant that will test this variant. dex Dex The task that dex the code. Can be null if the variant is a library. packageApplication PackageApplication The task that makes the final APK. Can be null if the variant is a library. zipAlign ZipAlign The task that zipaligns the apk. Can be null if the variant is a library or if the APK cannot be signed. install DefaultTask The installation task. Can be null. uninstall DefaultTask The uninstallation task.
The LibraryVariant class adds the following:

 Property Name Property Type Description buildType BuildType The BuildType of the variant. mergedFlavor ProductFlavor The defaultConfig values testVariant BuildVariant The Build Variant that will test this variant. packageLibrary Zip The task that packages the Library AAR archive. Null if not a library.
The TestVariant class adds the following:

 Property Name Property Type Description buildType BuildType The BuildType of the variant. productFlavors List<ProductFlavor> The ProductFlavors of the variant. Always non Null but could be empty. mergedFlavor ProductFlavor The merging of android.defaultConfig and variant.productFlavors signingConfig SigningConfig The SigningConfig object used by this variant isSigningReady boolean true if the variant has all the information needed to be signed. testedVariant BaseVariant The BaseVariant that is tested by this TestVariant. dex Dex The task that dex the code. Can be null if the variant is a library. packageApplication PackageApplication The task that makes the final APK. Can be null if the variant is a library. zipAlign ZipAlign The task that zipaligns the apk. Can be null if the variant is a library or if the APK cannot be signed. install DefaultTask The installation task. Can be null. uninstall DefaultTask The uninstallation task. connectedAndroidTest DefaultTask The task that runs the android tests on connected devices. providerAndroidTest DefaultTask The task that runs the android tests using the extension API.

API for Android specific task types.
ProcessManifestFile manifestOutputFileAidlCompileFile sourceOutputDirRenderscriptCompileFile sourceOutputDirFile resOutputDirMergeResourcesFile outputDirMergeAssetsFile outputDirProcessAndroidResourcesFile manifestFileFile resDirFile assetsDirFile sourceOutputDirFile textSymbolOutputDirFile packageOutputFileFile proguardOutputFileGenerateBuildConfigFile sourceOutputDirDexFile outputFolderPackageApplicationFile resourceFileFile dexFileFile javaResourceDirFile jniDirFile outputFileTo change the final output file use "outputFile" on the variant object directly.ZipAlignFile inputFileFile outputFileTo change the final output file use "outputFile" on the variant object directly.

The API for each task type is limited due to both how Gradle works and how the Android plugin sets them up.

First, Gradle is meant to have the tasks be only configured for input/output location and possible optional flags. So here, the tasks only define (some of) the inputs/outputs.

Second, the input for most of those tasks is non-trivial, often coming from mixing values from the sourceSets, the Build Types, and the Product Flavors. To keep build files simple to read and understand, the goal is to let developers modify the build by tweak these objects through the DSL, rather than diving deep in the inputs and options of the tasks and changing them.

Also note, that except for the ZipAlign task type, all other types require setting up private data to make them work. This means it’s not possible to manually create new tasks of these types.

This API is subject to change. In general the current API is around giving access to the outputs and inputs (when possible) of the tasks to add extra processing when required). Feedback is appreciated, especially around needs that may not have been foreseen.

For Gradle tasks (DefaultTask, JavaCompile, Copy, Zip), refer to the Gradle documentation.

BuildType and Product Flavor property reference

coming soon.

For Gradle tasks (DefaultTask, JavaCompile, Copy, Zip), refer to the Gradle documentation.

Using sourceCompatibility 1.7

With Android KitKat (buildToolsVersion 19) you can use the diamond operator, multi-catch, strings in switches, try with resources, etc. To do this, add the following to your build file:

android {

    compileSdkVersion 19

    buildToolsVersion "19.0.0"

    defaultConfig {

        minSdkVersion 7

        targetSdkVersion 19

    }

    compileOptions {

        sourceCompatibility JavaVersion.VERSION_1_7

        targetCompatibility JavaVersion.VERSION_1_7

    }

}

Note that you can use minSdkVersion with a value earlier than 19, for all language features except try with resources. If you want to use try with resources, you will need to also use a minSdkVersion of 19.

You also need to make sure that Gradle is using version 1.7 or later of the JDK. (And version 0.6.1 or later of the Android Gradle plugin.)

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30 Daftar Aplikasi Android Penting Setelah di Root

30 Daftar Aplikasi Android Penting Setelah di Root

Bedakan Smartphone -- Pernahkah anda berpikir, apakah langkah yang harus dilakukan setelah android di root? Jawabannya adalah dengan menginstall aplikasi penting berikut ini karena memiliki banyak kegunaan dalam mempermudah kita dan memberikan akses yang penuh untuk ponsel android yang kita miliki sehingga membuat kita tidak bosan dengan fitur-fitur yang dimiliki smartphone android karena bisa di customisasi sedemikian rupa sesuai keinginan penggunanya sendiri. Silahkan simak daftar aplikasi android berikut ini, dan jika anda ingin mendownloadnya silahkan kunjungi saja Google Play Store. Baca juga postingan sebelumnya tentang cara membedakan hp iphone asli dan palsu


1. Droidwall => kegunaan dari aplikasi droidwall ini adalah untuk menghemat internet. Selama ini kendala yang dimiliki oleh semua android yaitu boros kuota internet, nahh dengan dengan hanya satu aplikasi ini, internet tidak akan lagi boros karena pengguna/ user sendirilah yang mengatur aplikasi mana saja yang boleh untuk mengakses internet. Sehingga aplikasi lain yang berjalan dibelakang baground tidak akan bisa mengakses internet dan membuat kuota data internet hemat hingga 80%. Untuk mengetahui update tutorial aplikasi anda bisa bergabung di garup facebook disini

2. Titanium Backup => adalah aplikasi yang memiliki kegunaan untuk menambah RAM anda menjadi lebih banyak sehingga ponsel android tidak lagi menjadi lemot. Meskipun kebanyakan orang menggunakan aplikasi ini untuk menyalin (back up), mengembalikan (restore) maupun konfigurasi pada Android. Dengan menggunakan fitur Freeze pada aplikasi ini, anda bisa membekukan aplikasi yang berjalan dibelakang background dan memakan RAM yang banyak. Dengan membekukan aplikasi yang tidak berguna tersebut, secara otomatis RAM anda akan bertambah hingga 5 kali lipat.

3. Link2sd => adalah aplikasi yang digunakan untuk memindahkan aplikasi yang ada di memori internal ke memori eksternal. Karena, selama ini kendala yang dialami smartphone android yaitu setiap menginstall aplikasi secara otomatis semua datanya akan berada di memori internal yang membuat internal memori menjadi penuh sehingga ponsel android anda menjadi lemot. Dengan aplikasi ini semua masalah itu bisa teratasi karena Link2sd bisa memindahkan data aplikasi di memori internal ke memori eksternal tanpa membuat aplikasi tersebut menjadi rusak.

4. Auto Killer Memory => adalah aplikasi untuk mematikan aplikasi yang berjalan secara otomatis apabila RAM sudah berada diambang batas. Fungsi lain dari aplikasi ini yaitu untuk mempercepat loading ponsel dan menghemat baterai.

5. SuperSU => adalah aplikasi yang menunjukkan apakah perangkat anda telah di-root (memiliki akses ke sistem sebagai superuser) atau tidak. Aplikasi ini memiliki izin tertinggi untuk dapat memodifikasi hampir semua bagian dari sistem andoid anda.

6. AdAway => adalah aplikasi untuk menghapus iklan yang muncul pada aplikasi lain di ponsel android anda. Setelah berhasil root, anda sebaiknya memiliki aplikasi ini agar bisa memblokir iklan. Dengan memblokir iklan kuota data internet anda akan menjadi lebih hemat hingga 50% lebih.

7. Better Battery Stats => adalah aplikasi yang memiliki kegunaan untuk mengetahui keadaan baterai smartphone android anda. Aplikasi ini juga bisa mengontrol keadaan baterai lebih rinci sehingga anda bisa mengetahui kapan harus melakukan charge. Tak hanya itu saja, masih banyak lagi fitur lainnya dari aplikasi ini yang bisa anda coba sendiri.

8. CPU Sleeper => adalah aplikasi menghemat baterai kamu karena memiliki fungsi mematikan prosesor ketika smartphone anda idle sehingga tidak memakan konsumsi baterai yang berlebihan. Aplikasi ini sangat wajib anda miliki karena fitur dan fungsinya yang sangat bermanfaat bagi anda pengguna smartphone android.

9. GameCIH => adalah aplikasi untuk cheat hampir semua game yang ada pada smartphone Android anda. Aplikasi ini berguna untuk men-cheat uang/ poin/ level atau membuka senjata dan lainnya pada game yang diinginkan. Sehingga aplikasi ini dapat membantu anda dengan mudah menyelesaikan level dari sebuah game.

10. CacheMate => adalah aplikasi yang digunakan untuk membersihkan cache cukup dengan

satu sentuhan. Dengan fitur Auto Clear, anda dapat mengatur jadwal pembersihan cache. Menginstall Power Clear anda dapat menghemat memori SD, karena semua sampah-sampah dapat dibersihkan dengan menggunakan aplikasi ini, sehingga memori ponsel android anda menjadi lega dan menjalankan aplikasi-pun tampak cepat dan responsive.

11. Market Unlocker => adalah aplikasi yang berguna untuk mengunduh aplikasi yang tidak ada di Play Store Indonesia tetapi ada di Play Store Amerika. Dengan aplikasi Market Unlocker anda bisa memakai aplikasi yang tersedia di regional Amerika, Asia,

dan negara lainnya.

12. Lucky Patcher => merupakan aplikasi Android yang berguna untuk meng-crack aplikasi yang memiliki Premium License Verification. Misalnya, jika anda pernah mendownload aplikasi tertentu di Play Store setelah di install ternyata aplikasi itu meminta anda untuk membeli baru bisa digunakan. Nahh, dengan aplikasi ini semua aplikasi premium tersebut menjadi gratis,,tis,,tis tanpa bayar lagi.

13. Beats audio Installer => adalah aplikasi untuk menikmati fitur Beats Audio yang memang sebenarnya fitur ini eksklusif ini ada pada perangkat HTC. Namun sekarang anda tinggal mendownloadnya di Play Store lalu menikmati suara bass yang keren seperti pada smartphone HTC di android anda.

14. Full! Screen => adalah aplikasi untuk membuat layar smartphone android anda menjadi full screen dengan menyembunyikan notifikasi bar diatas dan tombol menu dibawah. Kelebihan aplikasi ini yaitu, meskipun disembunyikan fungsi dari tombol tersebut tetap berjalan. Amazing bukan?...

15. SCR Screen Recorder Free => adalah aplikasi yang digunakan untuk mem-video semua aktivitas yang ada pada smartphone android anda. Aplikasi ini sangat cocok bagi Gamer Android yang ingin menunjukkan bagaimana cara untuk melewati sebuah rintangan tertentu. Anda bisa merekam layar android untuk dijadikan sebagai video tutorial. Selain itu, anda bisa menggunakan sesuai dengan kebutuhan masing-masing.

16. Apk Installer => adalah aplikasi yang digunakan untuk mengambil master aplikasi yang telah di install di android. Misalnya, jika anda mengunduh aplikasi atau game di Play Store maka akan langsung terinstall dan anda tidak memiliki file masternya. Nahh,, dengan aplikasi ini semua aplikasi maupun game yang telah di insatll dapat diambil file masternya sehingga dapat dikirik ke teman anda melalui bluetooth.

17. AirDroid => merupakan aplikasi android untuk memindahkan file dari Android ke komputer atau sebaliknya tanpa menggunakan perangkat kabel. Selain itu, aplikasi ini juga dapat mengirimkan SMS melalui komputer, clipboard sharing, serta membackup dan sebagainya dari perangkat android. AirDroid sangat cocok bagi anda yang  suka berurusan dengan Android dan komputer secara bersamaan. Canggih bukan?...

18. Gravity Screen => adalah aplikasi yang berguna untuk menghidupkan dan mematikan layar secara otomatis tanpa perlu sentuhan lagi. Selain itu, aplikasi ini menyediakan berbagai macam fitur canggih lainnya yang dapat dinikmati secara gratis. Silahkan anda unduh dan mencoba kecanggihan dari aplikasi ini.

19. SD Speed Increase => merupakan aplikasi untuk meningkatkan kemampuan micro SD dengan cara yang cukup mudah, tinggal meningkatkan slider yang ada pada aplikasi maka kemampuan micro SD anda dapat membaca dua kali lipat lebih cepat dari biasanya.

20. Root Explorer => adalah aplikasi manajer file yang berguna untuk mengakses seluruh sistem file didalam ponsel Android. Aplikasi ini memiliki fitur seperti mampu membaca file ZIP, APK, XML serta masih banyak lagi fitur lainnya yang bisa anda coba sendiri.

21. Terminal Emulator => merupakan aplikasi Command Prompt yang ada pada android. Anda bisa menggunakan perintah-perintah berbasis linux dengan terminal command promt pada smartphone android anda.

22. Faster GPS => merupakan aplikasi yang menawarkan fitur GPS lock yang berfungsi untuk memercepat akselerasi GPS. Anda hanya mensetting region terdekat dimana anda berada, maka aplikasi ini akan segera mengunci posisi koordinat keberadaan anda.

23. ChainFire 3D => adalah sebuah aplikasi yang menghubungkan antara prosesor grafis dan aplikasi permainan yang terinstall pada samrtphone android anda. Dengan aplikasi ini, anda dapat bermain game yang tidak mungkin dimainkan di perangkat Android karena keterbatasan GPU. Kini bermain game menjadi lebih mudah bukan?...

24. Appextractor => merupakan aplikasi yang memungkinkan untuk mengembalikan aplikasi individual, data, SMS serta MMS dari ROM back-up manager apabila kamu suka melakukan flashing Custom ROM pada smartphone android milik anda.

25. Root Firewall Pro => adalah aplikasi yang mengatur penggunaan internet yang memungkinkan anda memilih jaringan yang diinginkan seperti 2g, 3g, 4g maupun Wi-Fi untuk masing-masing aplikasi sesuai kehendak anda sendiri. Fitur lainnya dari aplikasi ini yakni dapat melakukan pemblokiran iklan (ads) pada smartphone android.

26. DiskDigger Pro => merupakan aplikasi yang berguna untuk memulihkan file atau foto yang terhapus secara tidak sengaja. Tak hanya itu saja, data yang hilang akibat terformat juga bisa dikembalikan dengan menggunakan aplikasi ini. Meskipun terdapat banyak aplikasi serupa lainnya, tetapi menurut beberapa sumber aplikasi ini lebih baik ketimbang aplikasi sejenis lainnya.

27. RAM Booster => merupakan aplikasi yang umumnya digunakan oleh para penggemar game di smartphone android. Aplikasi ini bekerja dengan membersihkan aplikasi tidak berguna yang memakan memori dan daya baterai, sehingga ponsel Android menjadi lebih cepat dan responsive dalam bermain game serta tidak mengalami lag.

28. Uninstall Master => adalah aplikasi yang digunakan untuk menghapus Bloatware. Bloatware adalah aplikasi bawaan yang sudah terinstall pada perangkat Smartphone. Dengan aplikasi Uninstall Master memori internal menjadi lega dan RAM menjadi longgar sehingga menjalankan aplikasi yang penting menjadi lancar.

29. SetCpu => merupakan aplikasi yang berguna untuk Overclock smartphone android anda agar performa saat bermain game meningkat meskipun dengan cara ini baterai akan lebih cepat habis namun ada kepuasan tersendiri bagi anda yang hobi main game pada ponsel yang berjalan mulus.

30. Android Device Manager => adalah aplikasi untuk melacak ponsel atau tablet android yang hilang. Melalui aplikasi ini kita bisa melacak keberadaan Android yang hilang melalui GPS, membunyikan suara yang keras, menguncinya, hingga menghapus semua data yang ada di dalam smartphone android kita sendiri.

31. 1Password => merupakan aplikasi yang membantu menyimpan semua password yang anda miliki dengan aman sehingga dapat diakses ketika anda lupa dengan password tersebut.

Demikianlah 30 Daftar Aplikasi Android Penting Setelah di Root yang harus dimiliki pengguna smartphone android meskipun tidak wajib, namun aplikasi tersebut sangat penting karena memiliki beberapa fitur yang bermanfaat bagi ponsel android anda sehingga perlu untuk dipertimbangkan untuk menginstallnya.

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Best Android games: what you should be playing in 2015

Update: Endless runner games updated

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Authored by:Scott Adam Gordon — 1 month ago 

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Here at AndroidPIT we've compiled a list of the best Android games to help you navigate the Play Store's myriad titles. Join us as we explore the various game genres and find all the best titles to install on your Android phone or tablet in 2015. 

Best Android apps: essential apps for your phone or tablet in 2015Best free Android games

Read on to discover the best games on Android. / © ANDROIDPIT

New Android games this month

Every month we'll bring you scorching hot new games, plucked from the undiscovered depths of Play Store obscurity, to help you stay on the cutting edge of what's worth playing on your Android smartphone. Be the one to tell your friends what's worth playing right now by checking the article at the link below.

New Android games

Best Android endless runner games

Speedy Ninja

Speedy Ninja’s name says it all: you play as an agile Ninja running speedily across the screen, battling through opponents with the aid of swords, fireballs and more.

What makes Speedy Ninja such a great endless runner is that the action takes place above and below a burning fuse that you run across, so you have to pay close attention to what is happening in both directions to make the best decisions and collect the most coins (the in-game currency of choice). When you have enough coins you can buy additional weapons and characters.

Speedy Ninja is not the most inventive endless runner, but it covers the basics well. It has flashy graphics with good effects, tight controls and challenging levels. Oh, and a dragon to ride.

Speedy Ninja's graphics look simple, but in motion they are stunning. / © ANDROIDPIT

Download Speedy Ninja from the Play Store

Spider-Man Unlimited

Combining Spider-Man with an endless runner seems like a match made in heaven. Spider-Man swings through the streets of New York, climbs skyscrapers and fights exciting battles against Doc Ock, The Green Goblin and a whole host of other baddies from the Spider-Man universe in another polished title from Gameloft.

The look and feel of the game borrows heavily from the comics, with excellent cell-shaded graphics that work perfectly with the 3D level design. You shouldn’t expect an epic plot, but even non-Spider-Man fans will enjoy this one.

The 3D graphics in Spider-Man Unlimited looks great on tablets. / © ANDROIDPITSpider-Man Unlimited

Vector

If you like Mirror’s Edge, you should be right at home with Vector: it’s probably the closest thing on Android to DICE’s 2008 masterpiece. It features a silhouetted protagonist with a flair for parkour, on the run in a totalitarian city.

The animations are superb, and the character's movements look completely human. There are fewer collectible items than in many other endless runners – the focus more on survival rather than trophy hunting. Jumping from rooftop to rooftop never felt so good. 

Vector's animations look and feel realistic. / © ANDROIDPITVector

Best Android action games

Implosion - Never Lose Hope

Implosion - Never Lose Hope is a highly polished mobile game in terms of both graphics and gameplay. It’s a third-person action title that sees you slicing and dicing your way through hordes of enemies in the style of God of War or Devil May Cry. 

You play as an armor-covered warrior equipped with a sword and a gun, dishing out damage to mutants across a variety of short and sweet locations. This game absolutely nails the controls and feel, working whether you want to button-mash, or build up combos with some more rhythmical strikes.

The graphics are as good as you'll find on the platform and the boss battles are often epic. You can play through the first few missions for free, but after that you’ll be required to buy it for US$9.99, which I think is entirely worth it.

The graphics and gameplay of Implosion are Triple-A all the way. / © ANDROIDPITImplosion - Never Lose Hope

Into the Dead

Into the Dead isn't new to the Play Store, but it's still one of the best Android action games. Combining an endless runner and first-person shooter, Into the Dead sees you darting headfirst through mobs of zombies, testing your reflexes as you try to dodge those in your way.

Along the way you will find weapon creates to help eliminate those directly in your tracks, including that old zombie kryptonite – the chainsaw. It’s a simple romp, but an often thrilling one. It's free in the Google Play Store, with in-app purchases.

Into the Dead's glorious presentation plays a large part in its success. / © ANDROIDPITInto the Dead

Hitman: Sniper

Square Enix’s Hitman series has been a big franchise on PC and consoles for some time, but it has recently been given the smartphone and tablet treatment. The turn-based Hitman GO title was released last year, and now 'Squenix' has followed up with a first-person shooter, Hitman: Sniper.

Hitman: Sniper takes place largely in a fixed position behind a sniper rifle scope. You operate as Agent 47, an assassin for hire tasked with picking off a number of high-profile targets. Though it's easy enough to identify and take out the main mark, killing the surrounding guards in the best order brings some tactical depth to Hitman: Sniper.

There are around 150 missions to keep you occupied for the US$2.99 asking price, and few Android FPSs can instill the kind of tension that Sniper does. Once the NPCs get wise to you, things can get hectic.

Hitman: Sniper's lulls in action make it even more exciting when the bullets start firing. / © ANDROIDPITHitman: Sniper

Best Android racing games

Reckless Racing 3

Reckless Racing 3 is Micro Machines-style racer with an isometric view, which allows you to look down from above, leading to some fantastically frenetic contests.

Reckless Racing 3 uses four on-screen controls for turning right and left, and driving forwards or in reverse. It might seem like a lot compared with other racers in which you just tilt the screen, but it handles perfectly. That’s not to say that it’s easy to control – your car is perpetually sliding around the track and it’s a battle to keep it in place. It's the control setup that makes the experience, but thankfully the 3D graphics also look the part and the maps are highly realistic.

It’s a throwback to the arcade-style racing games from the 90s (anybody old enough to remember Super Skidmarks?) and it's one of the best racers on Android.

With a great 3D engine and simple controls, Reckless Racing 3 will have you coming back for more. / © ANDROIDPIT

Download Reckless Racing 3 from the Play Store

Angry Birds Go!

Angry Birds Go! is a free-to-play racing game from Rovio, the team that brought us the original Angry Birds.

It looks like a cartoon with neatly cel-shaded graphics and plays something like Mario Kart. It features a number of different modes, such as avoiding obstacles, racing others, crashing through a predetermined number of items, and boss chases.

It feels like a playable version of Wacky Races. Cars can be upgraded, and new characters are unlocked as you progress, each with their own unique characteristics.

It’s clear that the painterly visuals arrive from a highly talented team of artists; the animations and backgrounds are consistently strong. The shallow learning-curve also makes it easy and fun to get to grips with, and once you get past the introductory levels you're in for an entertaining ride. 

Angry Birds Go feels a bit like a Mario Kart title. / © ANDROIDPITAngry Birds Go!

Riptide GP2

Reminiscent of Nintendo classic Wave Race, Riptide GP2 is a futuristic jet ski racer. The career mode is fairly typical; you earn money depending on your race position, which you can then use to buy simple vehicle upgrades. 

What it lacks in originality, Riptide 2 makes up for with excellent 3D graphics and tight controls. Rotating your device, even slightly, translates accurately on-screen. It might be too sensitive for some, but the controls and sensitivity can both be customized to your liking.

To make races more interesting there are ramps placed around the map – successfully completing a trick on them grants you a boost. It presents a nice risk/reward scenario into the courses, as failing to land the trick properly will actually slow you down.

It’s tough to get a three-star rating on every race, but the challenge is welcome in a game that handles as good as Riptide GP2 does. Check it out via the Play Store link below. 

Riptide GP2 is like a futuristic Wave Race. / © ANDROIDPITRiptide GP2

Best Android fighting games

Marvel Contest of Champions

Featuring some of the greatest Marvel characters ever, Marvel Contest of Champions is the Android brawler you’ve been waiting for. Battle your way through a variety of stages as you level up and unlock new characters in this epic quest.

It’s Marvel Contest of Champions' control-precision that makes this one of the best fighters out there. It feels incredibly fluid and responsive: simply swiping with your thumbs in different directions brings out a range of perfectly animated attacks, and there are no annoying on-screen controls to try to connect with.

You’ll have to be running a pretty modern device to play it smoothly, but if you’re itching to battle it out as some of your Marvel favorites, you need to check this out. It's free in the Play Store, with in-app purchases.

Play as your favorite Marvel characters in Marvel Contest of Champions. / © ANDROIDPITMARVEL Contest of Champions

WWE Immortals

We've been playing WWE Immortals recently for an epic mix of fantasy and, well, almost reality. The game fuses the cast of Injustice: Gods Among Us with pro-wrestlers for some awesome, silly fun. The graphics and animations are top-notch, and you can tag up to three characters for some thrilling three-on-three match-ups. Get ready to rumble.

WWE Immortals has had us in a bear grip recently. / © ANDROIDPITWWE Immortals

SOULCALIBUR

SOULCALIBUR (yes, all caps) is an arcade classic: the fact that so little has changed between its release in 1998 and now speaks volumes about its mechanics.

It’s a somewhat predictable fighter by today's standards. There aren’t any surprises here in terms of gameplay, but its tried and tested formula provides some of the most enjoyable battles in the genre. You don’t need to memorize a whole bunch of complicated button presses to unleash a combo in this fighter; anyone could have a decent, ahem, stab at playing it. Yet it maintains the nuance to allow experienced players to gain an edge in combat.

SOULCALIBUR features a variety of fighters, each with unique weapons and moves, but it disappointingly lacks multi-player support. It's one of the more expensive games (currently US$13.99) in the Play Store, but as a pure fighting experience on Android, it’s one of the best.

SOULCALIBUR's fluid fighting makes it one of the most enjoyable brawlers on Android. / © ANDROIDPITSOULCALIBUR

Best Android strategy games

XCOM: Enemy Within

XCOM: Enemy Within is one of the best Android strategy games because it wasn't founded on free-to-play principles like many other popular strategy games from the Play Store. It was built to be enjoyed without any additional purchases.

It was an award-winning strategy title for PC long before it ever made its way to Android, so expect top-end graphics, but also a top-end Play Store price. We can assure you it is well worth the initial investment, though. 

XCOM: Enemy Within offers a deep turn-based strategy experience like no other. / © ANDROIDPITXCOM®: Enemy Within

DomiNations

DomiNations might be fairly new on the Android scene but it has already amassed over a million downloads, and a high level of critical acclaim. Running somewhere between Clash of Clans and Civilization, DomiNations is a basebuilding game in which players take control of an entire nation "from the stone age to the space age" to explore, expand and conquer the world.

The level of strategy afforded by DomiNations is far beyond what is seen on most Android games. Should you spend money on building a stronger army, or plow it into researching a new technology at the library? DomiNations is filled with these minute-to-minute decisions that could swing the chances of victory in your favor, as well as some sweeping battles to take part in. It's free to play and you can check it out in the Play Store.

DomiNations was created by a former Civilzation II dev, and the quality shows. / © ANDROIDPITDomiNations

Best offline games

Our current favorite: Ridiculous Fishing is easily our favorite offline Android game. Mostly because it doesn't stop at fishing for fish; you can also blast them with a whole arsenal of weaponry. No one ever said the fish had to get on your place in one piece, so bazookas are totally legitimate fishing tackle. Cast away.

It's like shooting fish in a barrel. Except that the barrel is the sky... / © ANDROIDPITRidiculous Fishing

If you find yourself almost out of your data allowance or facing a long trip where you need to conserve battery life, offline games are a must-have in your games repertoire. Take a look at our roundup of the best Android offline games to keep on your phone for those no-internet fun times.

Best offline Android games

Best Android puzzle games

Our current favorite: One of the best Android puzzle games of all time is Monument Valley, highlighted on the Google Play Store as one of the best of 2014 and sitting at the top of basically every 'must play' list of last year. For painterly beauty, mind-bending architectural geometry (think MC Escher), and clever puzzles that get progressively more difficult, be sure to check it out.

Monument Valley is one of the best puzzle games on Android. / © ANDROIDPITMonument Valley

If you're after some other great puzzle games for Android, there's plenty to choose from. They're great for your morning commute or while you're waiting at the doctor's office. Sometimes brainless fun, and other times more complicated than you would think, puzzle games are as essential as your phone itself. Check our our other favorites at the link below.

Best Android puzzle games

The best of the rest

Best tower defense gamesBest HD Android gamesBest soccer game appsBest game cheat appsBest Match Three and Bubble Pop games

What do you think is the best Android game? Let us know in the comments.

6 aplikasi camera terbaik

Best camera apps for Android: 6 to improve your photos

Update: Google Camera added

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When a moment is gone, it’s gone forever, and all that remains are the photos we take as a reminder. As our phones increasingly become our go-to devices for capturing these memories, it's important that they can do that to the best of their abilities. Ensure your Android camera is as good as it can be, with our list of the best camera apps for Android. 

Google Camera

Google's own camera app offers a clean and simple interface with few manual settings (no ISO, white balance or filters, for instance). It has Photo Sphere and Panorama modes, which work on a fun follow-the-dots mechanism, and Lens Blur, which creates a depth of field effect by taking a photo and then having you slowly raise your device – the app takes in from there, creating a blurred background for the object of focus to stand out against.

The results with the Photo Sphere setting range from interesting to very impressive. When it works perfectly, you end up with a seamless 360-degree photo you can move your screen to look around.

The app does seem to have a variety of problems on various devices, with many users reporting frequent crashes, but it's worth giving it a go, because it can produce some great results when it works right.

Google Camera doesn't have a lot of options, but it does have perhaps the best panorama and Photo Sphere settings available. / © AndroidPIT

VSCO Cam

VSCO Cam isn't the most user-friendly camera on our list. Despite its often minimal layout, it takes a while just to learn which menu you're in. But it is one of the best Android camera apps thanks to the amount of customization it offers, and the quality of its adjustments. 

VSCO Cam combines a camera with editing and sharing functions to provide an Instagram-like experience, only more powerful. While it doesn't house a one-click 'beautify' option, it more than makes up for it with its premium temperature, tint, contrast and sharpen gauges. 

The original photo (left) and a few steps later. / © AVSCO Cam®

A Better Camera

A Better Camera is basically what it says it is: a superior camera app to the standard Android ones. A Better Camera brings a number of interesting features, including Bestshot, which takes a number of photos in succession and then provides you with the least blurred, most impressive one. It's a simple idea but it works incredibly well.

A Better Camera also includes immediate post-processing, something that is absent in the camera apps from Sony, Samsung and co, and you can record video with real-time HDR. Unfortunately, many of the app's best functions are only available via in-app purchase, so A Better Camera sometimes feels a bit like an annoying free-to-play game at times.

However, if you take a lot of pictures, and are happy with a little investment, A Better Camera certainly lives up to its name — and more camera apps should make use of its slide-out grid gesture. 

A Better Camera doesn't come with a vast number of features, but provides quality snaps. / © ANDROIDPITA Better Camera

Camera360 Ultimate

Camera360 is hugely popular in the Google Play Store. It offers a comprehensive camera app that's capable of pretty much anything. It uses a lens-filter system that can be applied before a picture is taken, meaning you don't have to wait until later to see whether your picture is fixable by adding a cheeky filter. It contains a huge variety of options and effects, even if they aren't all entirely useful.

It's easy to use, though, and presents most of the important dials on the same screen, so you can adjust multiple settings at the same time. This is something which other cameras lack, but it's really useful to have everything in one place instead of going through several different screens. 

The on-screen dials, which adjust in real-time (left), and one of the warmer filters (right). / © ANDROIDPITCamera360 Ultimate

Manual Camera

Most camera apps are designed to make photography as easy as possible for the end-user. This results in some Facebook-friendly snapshots, but certainly not professional pictures. Experienced photographers may be more at home with Manual Camera, which provides a range of settings options that most other apps just don't offer. 

Shutter speed, focus, white balance, exposure compensation – you get to control every detail of your picture. This app also lets you save images in the lossless RAW format, which offers completely new possibilities for further processing.

So, if you take photographs pretty seriously, but still want to use your smartphone, Manual Camera is an excellent solution. But beware, the app does require the many new APIs from Android 5.0 Lollipop, so it's currently only available to users who've received the update.

Manual Camera is a fantastic recent app with a wealth of options.  / © GD SoftwareManual Camera

Pixr Express — Effect Express

Pixr Express — Effect Express needs to be used in conjunction with another camera app, because it’s just an image editor. But boy what an editor. You’ll be hard pressed to find more image editing options anywhere on Android; the ones here range from the strange low-poly and fire effects, to the typical gamut of photo fixers and alterations.

It has the option of automatic image correction, and adjustments such as heal, focus and splash, it feels like a near-Photoshop level experience. Some of the effects and features are more useful than others, I’m not sure 'stickers' were ever a good idea for photo-editing, but there is plenty to tinker with to get your pictures looking polished. You can also add text to your photos with a number of different font-styles. 

The original image (left) and then after a few tweaks with Pixr. / © ANDROIDPITFixr Express - Effect Express

What's your favorite Android camera app? Let us know in the comments below.