8/8/17

Your next growth market on Google Play: launch your title in Russia

Posted by Dmitri Martynov, Business Development, Google Play


For many international developers Russia is considered to be an opportunity to
grow their app or games business. According to the 2017 report on the 'href="http://mobile2017.raec.ru/assets/mobile-internet-economy-in-russia.pdf">Mobile
Internet Economy in Russia [PDF]', Russia's population is young with 45% of
people being under 35 years old.href="http://mobile2017.raec.ru/assets/mobile-internet-economy-in-russia.pdf">1
The report also found that mobile subscriptions are at 160% of the population of
146 million people, meaning people with data plans have more than one on average
– considerably higher than other well connected countries.href="http://mobile2017.raec.ru/assets/mobile-internet-economy-in-russia.pdf">2
Last year Android accounted for 84% of all smartphones in Russia and smartphone
shipments are still growing with demand up 11% in early 2017 compared to 2016.



Russian people are very engaged in terms of smartphone mobile usage, Russia is
one of the top countries in terms of apps downloaded per personhref="http://mobile2017.raec.ru/assets/mobile-internet-economy-in-russia.pdf">3.
Half of the population are gamers; their favorite game genres being strategy,
builders and farms, shooters, puzzles and fighters. The most popular app
categories are dating (with strong local developers), music & video, social &
messaging and shopping.href="https://newzoo.com/insights/infographics/the-russian-gamer-2017/">4


Tips to help you successfully localize for Russian



Along with understanding Russian mobile trends, there are market specific best
practices which can help you tailor your apps and games for a local audience to
increase your chance of business success.



  • Language localization

    • Proofread and quality assure your entire app or game after translating text
      resources and visual assets. After localization, you should quality assure your
      app or game as a whole and not just text resources.
    • Use proficient native speakers. Contextually relevant translations are best
      done by native speakers familiar with mobile apps or games terminology.
    • Localize all content where possible. Aim to provide as much localized
      content as possible, providing a similar level in the local language as the
      original.
    • Ensure consistent language and style. Semantically check the translated
      text in the context of the whole app/game experience to make it look and sound
      relevant to local users. Ensure use of consistent language style (such as
      formal/informal addressing) and use of the same terms or names across all the
      text and visual assets.
    • Don't forget language rules. Follow href="https://en.wikipedia.org/wiki/Russian_grammar">language rules on
      quantities, gender, word breaking, acronyms, etc. If the user gender is unknown,
      consider making a careful choice of words so that to omit specifying user's
      gender or use a passive voice.
    • Be aware of the length of translated text. In Cyrillic languages words and
      phrases tend to be longer than English, and might not fit into a tightly
      designed UI. Be creative in finding alternative contextually and locally
      relevant alternative translations.
    • Use local date and time formats. Check the href="https://en.wikipedia.org/wiki/Date_format_by_country">country specific date / time format which local users are familiar with.
    • Take note of the "you" translation. "You" translation is contextual and can
      be translated to singular (similar to early modern english thou) or
      plural form (when refer to multiple people or in polite form). And as a
      reminder, when choosing to address your user informally ("thou"), make sure to
      avoid specifying user's gender, unless it is known.

  • Play Store assets

    • Provide localized store assets, such as the title (for example when title
      is not a universally known brand), store listing, screenshots and videos. Do not
      forget to localize the "what's new" section if included.
    • Avoid keywords in your app or game title which attempt to improve its
      visibility on the Play Store.

  • Local pricing, price points, rounding rules

    • Avoid adding your own currency indicators (such as $ or £) as some markets
      use local pricing -href="https://support.google.com/googleplay/android-developer/table/3541286?hl=en">
      find out more about local pricing. Use the Russian Ruble official symbol (₽)
      after the number with a space, and use comma as a decimal separator, e.g. 49,99
      ₽.
    • Generally, in-app, subscriptions, or paid app/games prices should be lower
      than in Western markets. Research industry best practices and experiment which
      price points are best for your app or game business model.
    • Make sure price rounding follows the "99" or "49" rules. href="https://support.google.com/googleplay/android-developer/answer/6334373?hl=en">Use
      the Google Play Console to set local prices.

  • Text resources

    • Avoid abbreviations, and if shortening is absolutely necessary, follow
      language rules to shorten words.
    • Avoid breaking single words and punctuation into a new line. Follow
      language rules of breaking words across lines (such as app- and -lication).
    • Ensure consistent font styles. Some font families may be displayed
      differently in non-English locales. Always check how your chosen font will be
      displayed on user devices in different locales.

  • In-game visual and audio assets

    • When appropriate and relevant, consider localizing visual assets in
      addition to text strings. Pay attention to splash screens!
    • Localize video and audio, and use native speakers to make it sound locally
      relevant.




For more guidance, read the href="https://developer.android.com/distribute/best-practices/launch/localization-checklist.html">localization
checklist.


Nominate your title for the "Now in Russian" collection on the Google Play
Store



On July 24st we launched the first href="https://play.google.com/store/apps/collection/promotion_3002a78_now_in_russian_apps_games">Now
in Russian collection on Google Play, featuring 24 titles from international
developers such as href="https://play.google.com/store/apps/details?id=com.kabam.bigrobot&hl=en">Kabam's
Transformers, href="https://play.google.com/store/apps/details?id=com.gtarcade.lod&hl=en">GTarcade's
Legacy of Discord, href="https://play.google.com/store/apps/details?id=com.yodo1.crossyroad&hl=en">Yodo1's
Crossy Road, href="https://play.google.com/store/apps/details?id=com.longtech.lastwars.gp&hl=en">im30's
Last Empire - War Z and others.






We are planning to refresh the collection by the end of the year and we would
love to include your title! href="https://docs.google.com/forms/d/e/1FAIpQLSd8iXQoGnKTmkRLKeEp-U2Yie6l0ozQ5BR79ktVYtn2EUNlfw/viewform">Submit
your recently localized title for a chance to be included.



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8/4/17

How we’re helping people find quality apps and games on Google Play

Posted by Andrew Ahn, Product Manager, Google Play

People enjoy using apps and games which meet their performance and quality expectations. Excessive battery usage, slow render times, and crashes, on the other hand, can be a source of frustration. In fact, in an internal analysis of app reviews on Google Play, we noticed that half of 1-star reviews mentioned app stability. Developers who focus on app quality can see improvements in their rating, and ultimately their retention and monetization.

As part of our continued effort to deliver the best possible Google Play experience, we recently enhanced our search and discovery algorithms to reflect app quality. This results in higher quality apps being surfaced in the Play Store more than similar apps of lower quality (eg: apps that exhibit more frequent crashes). The change has had a positive impact on engagement -- we've seen that people go on to use higher quality apps more and uninstall them less.

Developers focusing on performance can use the Play Console to help find and fix a number of quality issues. href="https://android-developers.googleblog.com/2017/07/android-vitals-increase-engagement-and.html">Android vitals identifies key performance issues, reported by opted-in devices which have your app installed, so you can address them. The href="https://developer.android.com/distribute/best-practices/develop/test-your-app.html">pre-launch report shows you the result of testing your alpha or beta app on popular physical devices so you can catch issues before launching updates. Also, href="https://developer.android.com/distribute/best-practices/engage/user-reviews.html">ratings and reviews can provide additional insights related to app quality, directly from people using your app. To see the positive effect this can have, find out how Busuu increased their rating from 4.1☆ to 4.5☆ by focusing on app performance.

Google Play strives to help people find and discover safe, high quality, useful, and relevant apps. By focusing on the quality and performance of your app, you'll find more success on Google Play. For more tips and best practices to grow your app or game business, href="https://play.google.com/store/apps/details?id=com.google.android.apps.secrets&utm_source=shorturl&utm_medium=shorturl&utm_campaign=gcoplayplaybook">get the Playbook app.

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8/3/17

Android Bug Swatting with Sanitizers

Posted by Dan Austin, Android Security team


LLVM, the compiler infrastructure used to build Android, contains multiple
components that perform static and dynamic analysis. One set of these components
that have been used extensively when analyzing Android are the sanitizers,
specifically AddressSanitizer, UndefinedBehaviorSanitizer and SanitizerCoverage.
These sanitizers are compiler-based instrumentation components contained in
compiler-rt that can be used in the development and testing process to push out
bugs and make Android better. The sanitizers that are currently available in
Android can discover and diagnose many memory misuse bugs and undefined behavior
and can give code coverage metrics to ensure that your test suite is as complete
as possible.



This blog post details the internals of the current Android
sanitizers—AddressSanitizer, UndefinedBehaviorSanitizer and
SanitizerCoverage—and show how they can be used within the Android build system.


Address Sanitizer



href="https://github.com/google/sanitizers/wiki/AddressSanitizer">AddressSanitizer
(ASan) is a compiler based instrumentation capability that allows for runtime
detection of many types of memory errors in C/C++ code. In Android, the checks
for the following classes of memory errors have been tested:


  • Out-of-bounds accesses to heap, stack and globals
  • Use-after-free
  • Use-after-return (runtime flag ASAN_OPTIONS=detect_stack_use_after_return=1)
  • Use-after-scope (clang flag -fsanitize-address-use-after-scope)
  • Double-free, invalid free


Android allows for full build instrumentation by ASan, and also allows for ASan
instrumentation at the app level through asanwrapper. Instructions for both
instrumentation techniques can be found on href="https://source.android.com/devices/tech/debug/asan.html">source.android.com.



AddressSanitizer is built upon two high-level concepts. The first is
instrumentation of all memory-related function calls, including alloca, malloc,
and free, with information to track memory allocation, free, and usage
statistics. This instrumentation allows for ASan to detect invalid memory usage
bugs including double-free, use-after scope, return, and free. ASan can also
detect reads and writes that occur out of bounds of defined memory regions. It
does this by padding all allocated memory buffers and variables. If a read or
write to this padding region occurs, ASan catches it and outputs information
useful for diagnosing the memory violation. This padding is known as poisoned
memory in ASan terms. Here is an example of what poisoned memory padding looks
like with stack allocated variables:








Figure 1. Example of ASANified stack variables with an int8_t
array of 8 elements, a uint32_t, and an int8_t array of 16 elements. The memory
layout after compiling with ASAN is on the right, with padding between each
variable. For each stack variable, there are 32 bytes of padding before and
after the variable. If the object size of a variable is not 32 bytes, then an
additional 32 - n bytes of padding are inserted, where n is the object size.


ASan uses shadow memory to keep track of which bytes are normal memory and which
bytes are poisoned memory. Bytes can be marked as completely normal (marked as 0
in shadow memory), completely poisoned (high bit of the corresponding shadow
byte is set), or the first k bytes are unpoisoned (shadow byte value is k). If
shadow memory indicates a byte is poisoned, then ASan crashes the program and
outputs information useful for debugging purposes, including the call stack,
shadow memory map, the type of memory violation, what was read or written, PC
that caused the violation and the memory contents.




class="prettyprint">AddressSanitizer: heap-buffer-overflow on address 0xe6146cf3 at pc 0xe86eeb3c bp 0xffe67348 sp 0xffe66f14
WRITE of size 39 at 0xe6146cf3 thread T0
#0 0xe86eeb3b (/system/lib/libclang_rt.asan-arm-android.so+0x64b3b)
#1 0xaddc5d27 (/data/simple_test_fuzzer+0x4d27)
#2 0xaddd08b9 (/data/simple_test_fuzzer+0xf8b9)
#3 0xaddd0a97 (/data/simple_test_fuzzer+0xfa97)
#4 0xaddd0fbb (/data/simple_test_fuzzer+0xffbb)
#5 0xaddd109f (/data/simple_test_fuzzer+0x1009f)
#6 0xaddcbfb9 (/data/simple_test_fuzzer+0xafb9)
#7 0xaddc9ceb (/data/simple_test_fuzzer+0x8ceb)
#8 0xe8655635 (/system/lib/libc.so+0x7a635)
0xe6146cf3 is located 0 bytes to the right of 35-byte region [0xe6146cd0,0xe6146cf3)
allocated by thread T0 here:
#0 0xe87159df (/system/lib/libclang_rt.asan-arm-android.so+0x8b9df)
#1 0xaddc5ca7 (/data/simple_test_fuzzer+0x4ca7)
#2 0xaddd08b9 (/data/simple_test_fuzzer+0xf8b9)
SUMMARY: AddressSanitizer: heap-buffer-overflow (/system/lib/libclang_rt.asan-arm-android.so+0x64b3b)
Shadow bytes around the buggy address:
0x1cc28d40: fa fa 00 00 00 00 07 fa fa fa fd fd fd fd fd fd
0x1cc28d50: fa fa 00 00 00 00 07 fa fa fa fd fd fd fd fd fd
0x1cc28d60: fa fa 00 00 00 00 00 02 fa fa fd fd fd fd fd fd
0x1cc28d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
0x1cc28d80: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
=>0x1cc28d90: fa fa fa fa fa fa fa fa fa fa 00 00 00 00[03]fa
0x1cc28da0: fa fa 00 00 00 00 07 fa fa fa 00 00 00 00 03 fa
0x1cc28db0: fa fa fd fd fd fd fd fa fa fa fd fd fd fd fd fa
0x1cc28dc0: fa fa 00 00 00 00 00 02 fa fa fd fd fd fd fd fd
0x1cc28dd0: fa fa 00 00 00 00 00 02 fa fa fd fd fd fd fd fd
0x1cc28de0: fa fa 00 00 00 00 00 02 fa fa fd fd fd fd fd fd
Shadow byte legend (one shadow byte represents 8 application bytes):
Addressable: 00
Partially addressable: 01 02 03 04 05 06 07
Heap left redzone: fa
Freed heap region: fd
Stack left redzone: f1
Stack mid redzone: f2
Stack right redzone: f3
Stack after return: f5
Stack use after scope: f8
Global redzone: f9
Global init order: f6
Poisoned by user: f7
Container overflow: fc
Array cookie: ac
Intra object redzone: bb
ASan internal: fe
Left alloca redzone: ca
Right alloca redzone: cb


More information on what each part of the report means, and how to make it more
user-friendly can be found on the href="https://clang.llvm.org/docs/AddressSanitizer.html">LLVM website and in
Github.



Sometimes, the bug discovery process can appear to be non-deterministic,
especially when bugs require special setup or more advanced techniques, such as
heap priming or race condition exploitation. Many of these bugs are not
immediately apparent, and could surface thousands of instructions away from the
memory violation that was the actual root cause. As ASan instruments all
memory-related functions and pads data with areas that cannot be accessed
without triggering an ASan-related callback, memory violations are caught the
instant they occur, instead of waiting for a crash-inducing corruption. This is
extremely useful in bug discovery and root cause diagnosis. In addition, ASAN is
an extremely useful tool for fuzzing, and has been used in href="https://www.blackhat.com/docs/asia-16/materials/asia-16-He-Hey-Your-Parcel-Looks-Bad-Fuzzing-And-Exploiting-Parcelization-Vulnerabilities-In-Android-wp.pdf">many
href="https://conference.hitb.org/hitbsecconf2016ams/materials/D1T3%20LABS%20-%20Anto%20Joseph%20-%20Droid-FF.pdf">fuzzing
href="https://nullcon.net/website/archives/ppt/goa-15/analyzing-chrome-crash-reports-at-scale-by-abhishek-arya.pdf">efforts
on Android.


UBSan



href="https://clang.llvm.org/docs/UndefinedBehaviorSanitizer.html">UndefinedBehaviorSanitizer
(UBSan) performs compile-time instrumentation to check for various types of
undefined behavior. Device manufacturers can include it in their test builds by
including LOCAL_SANITIZE:=default-ub in their makefiles or default-ub: true in
the sanitize block of blueprint files. While UBSan can detect many undefined
behaviors, Android's build system directly supports:


  • bool
  • integer-divide-by-zero
  • return
  • returns-nonnull-attribute
  • shift-exponent
  • unreachable
  • vla-bound


UBSan's integer overflow checking is also used in Android's build system. UBSan
also supports unsigned-integer-overflow, which is not technically undefined
behavior, but is included in the sanitizer. These can be enabled in makefiles by
setting LOCAL_SANITIZE to signed-integer-overflow, unsigned-integer-overflow, or
the combination flag integer, which enables signed-integer-overflow,
unsigned-integer-overflow, integer-divide-by-zero, shift-base, and
shift-exponent. These can be enabled in blueprint files by setting
Misc_undefined to the desired flag. These UBSan targets, especially
unsigned-integer-overflow are used extensively in the mediaserver components to
eliminate any latent integer overflow vulnerabilities.



The default implementation on Android is to abort the program when undefined
behavior is encountered. However, starting in October 2016, UBSan on Android has
an optional runtime library that gives more detailed error reporting, including
type of undefined behavior encountered, file and source code line information.



In Android.mk files, this is enabled with:




class="prettyprint">LOCAL_SANITIZE:=unsigned-integer-overflow signed-integer-overflow
LOCAL_SANITIZE_DIAG:=unsigned-integer-overflow signed-integer-overflow


And in Android.bp files, it is enabled with:




sanitize: {
misc_undefined: [
"unsigned-integer-overflow",
"signed-integer-overflow",
],
diag: {
misc_undefined: [
"unsigned-integer-overflow",
"signed-integer-overflow",
],
},
},


Here is an example of the information provided by the UBSan runtime library:




class="prettyprint">external/icu/icu4c/source/common/ucnv.c:1193:23: runtime error: unsigned integer overflow: 4291925010 + 2147483647 cannot be represented in type 'unsigned int'
external/icu/icu4c/source/common/cstring.c:288:16: runtime error: unsigned integer overflow: 0 - 1 cannot be represented in type 'uint32_t' (aka 'unsigned int')
external/harfbuzz_ng/src/hb-private.hh:894:16: runtime error: unsigned integer overflow: 72 - 55296 cannot be represented in type 'unsigned int'
external/harfbuzz_ng/src/hb-set-private.hh:82:24: runtime error: unsigned integer overflow: 32 - 562949953421312 cannot be represented in type 'unsigned long'
system/keymaster/authorization_set.cpp:500:37: runtime error: unsigned integer overflow: 6843601868186924302 * 24 cannot be represented in type 'unsigned long'

SanitizerCoverage



Sanitizer tools have a very simple code coverage tool built in.
SanitizerCoverage allows for code coverage at the call level, basic block level,
or edge level. These can be used as a standalone instrumentation technique or in
conjunction with any of the sanitizers, including AddressSanitizer and
UndefinedBehaviorSanitizer.

To use the new guard-based coverage, set
fsanitize-coverage=trace-pc-guard. This causes the compiler to insert
__sanitizer_cov_trace_pc_guard(&guard_variable) on every edge. Each edge has its
own uint32_t guard_variable. In addition, a module constructor,
__sanitizer_cov_trace_pc_guard_init(uint32_t* start, uint32_t* stop) is also
generated. All the __sanitizer_cov_ functions should be provided by the user.
You can follow the example on href="https://clang.llvm.org/docs/SanitizerCoverage.html#tracing-pcs-with-guards">Tracing
PCs with guards.



In addition to control flow tracing, SanitizerCoverage allows for data flow
tracing. This is activated with fsanitize-coverage=trace-cmp and is implemented
by instrumenting all switch and comparison instructions with
__sanitizer_cov_trace_* functions. Similar functionality exists for integer
division and GEP instructions, activated with fsanitize-coverage=trace-div and
fsanitize-coverage=trace-gep respectively. This is an experimental interface, is
not thread-safe, and could change at any time, however, it is available and
functional in Android builds.



During a coverage sanitizer session, the coverage information is recorded in two
files, a .sancov file, and a sancov.map file. The first contains all
instrumented points in the program, and the other contains the execution trace
represented as a sequence of indices into the first file. By default, these
files are stored in the current working directory, with one created for each
executable and shared object that ran during the execution.


Conclusion



ASan, UBSan, and SanitizerCoverage are just the beginning of LLVM sanitizer use
in Android. More LLVM Sanitizers are being integrated into the Android build
system. The sanitizers described here can be used as a code health and system
stability mechanism and are even currently being used by Android Security to
find and prevent security bugs!



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8/1/17

Cara Mendapatkan Uang Dari Instagram Dengan Follower 20RB

Saya memiliki akun instagram dengan follower instagram asli sekitar 25 ribu, bagaimana cara saya bisa mendapatkan uang dari instagram ?

Asal anda tahu bahwa instagram adalah salah satu Social media yang sedang naik daun (populer) dikalangan anak muda indonesia saat ini. Semakin banyaknya pengguna instagram semakin terbuka lebar pula kesempatan kita untuk mendulang pundi rupiah dari situs social media instagram tersebut.

cara mudah promosi produk di instagram
Cara mendapatkan Uang dengan

Artikel Lainnya :


Para networker juga mengatakan hal seperti itu. Bahkan di salah satu social networking ada beberapa orang berpendapat, menjawab dari salah satu pertanyaan publik

Harry Tize, says
Akun anda merupakan akun yang potensial untuk mendapatkan ratusan Dollar setiap hari dari akun instagram anda. Coba anda monetisasi akun instagram anda dengan aplikasi google play Selftize.
Dengan Selftize setiap orang akan menghasilkan uang dari akun sosial media mereka seperti Facebook, youtube, instagram, snapchat, dll  untuk menjadi duta merek atau menjadi promotor perusahaan yang akan membayar ke setiap akun platform social media yang telah mempromosikan produk-produk mereka. Anda belum punya Selftize ini tautannya

Bagaimana cara mendaftarkan akun social media anda di Selftize ?
  • Silahkan Anda registrasi terlebih dahulu di Selftize
  • Lengkapi Setup Profile seperti, Foto, contact no, umur, dan alamat.
  • Masukan profile social media yang anda punya, banyak pilihan seperti Facebook, Instagram, Snapchat, twitter, youtube, Linkedin, Google+. silahkan anda isi salah satu akun social media anda yang anda punya.
  • Setelah itu anda akan di arahkan pada dashboard anda. Disana ada HelpDesk, silahkan anda pilih bagaimana cara Anda akan beriklan dengan akun apa.

Artikel Lainnya :


Setelah anda paham cara beriklannya, silahkan and Klik DESK disamping kanan. Disana ada 2 pilihan Advertize & Selftize.
Untuk memasarkan produk silahkan anda pilih Selftize, disana banyak produk yang bisa anda pasarkan seperti produk Fashion, photography, traveler makanan dll.

Lisa Kalner Williams, says
Jika anda mempunyai website profit, baik itu product atau affiliate. Anda harus mengarahkan mereka ke website anda di profile anda. Mudah -mudahan isi dari website merupakan barang yang di kehendaki oleh follower anda. Anda belum merasa mendorong follower ke pada produk yang anda jual? anda harus sertakan frasa di tautan Bio atau di tautan dalam profile anda.

Demikian 2 cara menghasilkan uang dari banyak follower di instagram, Saya lebih tertarik dengan nomor satu yang disampaikan oleh harry tize. dan saya sampai sekarang masih menggunakannya. Jika anda ada pertanyaan tentang cara menghasilkan uang dari instagram , silahkan anda isi kolom komentar.


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menghasilkan uang dari internet, mencari uang di internet, cara menghasilkan uang, cara mendapatkan uang, cara mendapatkan follower instagram,
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