Trending February 2024 # How To Implement Autofill In Your Android Apps # Suggested March 2024 # Top 9 Popular

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How does autofill work?

Providing hints for autofill

If your app uses standard Views, then by default it should work with any autofill service that uses heuristics to determine the type of data that each View expects. However, not all autofill services use these kind of heuristics; some rely on the View itself to declare the type of data that it expects.

To ensure your app can communicate with the Autofill Framework regardless of the autofill service that the user has installed on their device, you’ll need to add an “android:autofillHints” attribute to every View that’s capable of sending and receiving autofill data.

Let’s take a look at how you’d update a project to provide autofill hints. Create a new project that targets Android Oreo, and then create a basic login screen consisting of two EditTexts that accept a username and a password:

android:layout_width=”match_parent” android:layout_height=”match_parent” <TextView android:layout_width=”wrap_content” android:layout_height=”wrap_content” android:textSize=”30sp” android:text=”Login” app:layout_constraintBottom_toBottomOf=”parent” app:layout_constraintHorizontal_bias=”0.462″ app:layout_constraintLeft_toLeftOf=”parent” app:layout_constraintRight_toRightOf=”parent” app:layout_constraintTop_toTopOf=”parent” <EditText android:id=”@+id/username” android:layout_width=”wrap_content” android:layout_height=”wrap_content” android:hint=”Enter Name” app:layout_constraintBottom_toTopOf=”@+id/password” app:layout_constraintEnd_toEndOf=”parent” app:layout_constraintHorizontal_bias=”0.056″ app:layout_constraintStart_toStartOf=”parent” app:layout_constraintTop_toTopOf=”parent” <EditText android:id=”@+id/password” android:layout_width=”wrap_content” android:layout_height=”wrap_content” android:layout_marginBottom=”324dp” android:hint=”Password” android:inputType=”textPassword” app:layout_constraintBottom_toBottomOf=”parent” app:layout_constraintEnd_toEndOf=”parent” app:layout_constraintHorizontal_bias=”0.054″

The Username EditText expects a username, so add android:autofillHints=”username”

The Password EditText expects a password, so we need to add android:autofillHints=”password”

Later in this article we’ll be covering different ways of optimizing your app for autofill, but since this is enough to provide basic autofill support, let’s look at how you’d put this updated application to the test.

Testing your app with autofill

Build and install Google’s Autofill Framework sample project

Android Studio will now import the Autofill Framework app as a new project. If Android Studio prompts you to upgrade your Gradle plugin, select ‘Update.’

At the time of writing, this project still uses the Java 8.0 support provided by the deprecated Jack compiler, so open the module-level build.gradle file and remove the following:


jackOptions { enabled true }

If you look at the Manifest, you’ll see that this project has two launcher Activities:


<application android:allowBackup="true" android:icon="@mipmap/ic_launcher" android:label="@string/app_name" android:supportsRtl="true" <activity android:name=".app.MainActivity" <activity ... ... ... <activity android:name=".multidatasetservice.settings.SettingsActivity" android:exported="true" android:label="@string/settings_name" Activate Android Oreo’s Autofill

Autofill is disabled by default; to enable it, you’ll need to specify the autofill service that you want to use:

Open your device’s ‘Settings’ app.

Select ‘Multi-Dataset Autofill Service,’ which is Google’s autofill service application.

Supply some data

If we’re going to test our app’s ability to receive data from an autofill service, then the autofill service is going to need some data that it can supply to this application.

There’s an easy way to feed data to an autofill service:

Load any other application that expects the data in question – in this instance, that’s any application where we can enter a username and password.

Enter this data into the application.

When prompted, save this data to the autofill service.

Switch to the application that you want to test.

Select the View that you want to test, and then see whether autofill kicks in and offers to complete this View for you.

Conveniently, the Autofill Sample app contains a login Activity that expects a username and password combo:

Launch the Autofill Sample app.

Select ‘Sample Login Using EditTexts.’

Enter a fake username and password. Note that a quirk of this Activity is that the username and password must be exactly the same for it to accept your input, so if you use “testing” as your username, then you’ll also have to use “testing” as your password. Also be aware that Google’s autofill service stores its data in SharedPreferences, so anyone with root access to your device can potentially see this data.

Launch the login screen application we created earlier in this tutorial.

Tap the ‘username’ View. At this point the autofill picker should appear.

Select the dataset you want to use, and all Views present in this dataset will be autofilled, so the username and password Views should be autofilled simultaneously.

Optimizing your app for autofill

While this is enough to implement basic autofill functionality in your app, there’s some additional steps you can take to ensure your application is providing the best possible autofill experience.

In this final section I’m going to look at several ways that you can optimize your app for autofill.

Is a View important, or unimportant?

“auto.” Android is free to decide whether this View is important for autofill – essentially, this is the system’s default behavior.

“yes.” This View and all of its child Views are important for autofill.

“no.” This View is unimportant for autofill. Occasionally, you may be able to improve the user experience by marking certain Views as unimportant, for example if your app includes a CAPTCHA, then focusing on this field could trigger the autofill picker menu, which is just unnecessary onscreen clutter, distracting the user from what they’re trying to accomplish. In this scenario, you can improve the user experience by marking this View as android:importantForAutofill=“no.”

“noExcludeDescendants.” The View and all of its children are unimportant for autofill.

“yesExcludeDescendants.” The View is important for autofill, but all of its child Views are unimportant.

Alternatively, you can use the setImportantForAutofill method, which accepts the following:






For example:


.setImportantForAutofill(View.IMPORTANT_FOR_AUTOFILL_NO_EXCLUDE_DESCENDANTS); Force an autofill request

Most of the time, the autofill lifecycle is started automatically in response to notifyViewEntered(View), which is called when the user enters a View that supports autofill. However, sometimes you may want to trigger an autofill request in response to user action, for example if the user long-presses a field.

You can force an autofill request using requestAutofill(), for example:


public void eventHandler(View view) { AutofillManager afm = context.getSystemService(AutofillManager.class); if (afm != null) { afm.requestAutofill(); } } Check whether autofill is enabled

You may decide to offer additional features when autofill is enabled, for example an ‘Autofill’ item in your app’s contextual overflow menu. However, since it’s never a good idea to mislead users by offering features that your app can’t currently deliver, you should always check whether autofill is currently enabled and then adjust your application accordingly, for example removing ‘Autofill’ from your context menu if autofill is disabled.

You can check whether autofill is available, by calling the isEnabled() method of the AutofillManager object:


if (getSystemService(android.view.autofill.AutofillManager.class).isEnabled()) { Sharing data between your website and application

Open the Android project that you want to associate with your website.

Enter the domain that you want to associate with your application.

Enter your app’s signing config, or select a keystore file. Note that if you use a debug config or keystore, then eventually you’ll need to generate and upload a new Digital Asset Links file that uses your app’s release key.

Wrapping Up

You're reading How To Implement Autofill In Your Android Apps

How To Run Apps On Android In Floating Windows.

If you are someone who considers themself a pretty decent multitasker, then you’ll probably want to check out the concept of floating windows on Android devices. Floating windows allow you to get an extra level of quick access to apps running on your device as you’ll be able to have the open similar to the way you might on a Windows 10 PC. 

Related: How to turn on Enhanced Safe Browsing on Google Chrome Android.

In their default state apps running on Android devices serve their purpose well, running smoothly, efficiently and most of the time quickly. Depending on how and what you use your Android device for, either work or play will determine how important productivity and multitasking is to you. Which is why you may wish to consider spending a little time setting up and getting used to a floating app experience on your device. 

Floating apps allow you to have multiple apps open and in view on Android without the need to push or pull them to and from the background. Obviously screen size is going to play a little role in how useful you find floating windows for apps but you won’t know until you’ve tested them out. There are currently quite a few different apps available on the Google Play Store that grant floating windows, however, most of them have negative reviews for a range of different reasons. 

Floating Apps Free (multitasking) is currently the best option available on the Google Play Store for enabling floating windows for apps. It’s also reasonably easy to use, though does take a little bit of time to get used to. To begin, you’ll want to create a few blank screens on your device to allow you to experiment with apps in floating windows. 

Install Floating Apps Free (multitasking).

Follow the installation and basic setup screens.

Read through the settings screen.

Explore the landing page.

Read the detailed steps shown below.

Opening apps in floating windows on Android devices? 

The first thing you are going to realise about floating apps on Android is that they all run from a web-based browser style version, rather than a traditional app. This is what allows them to function in windows. I’m not going to lie, it will take a little bit to get used to at first. 

In the top left-hand corner of your screen, you’ll see a tiny floating icon which is where you can access all the pre-defined floating app options. 

The list of apps isn’t gigantic but it is enough to get you started on your floating windows journey. Opening an app from this menu will open it in a new floating window on your screen which you can drag to a location that suits your planned layout. It’s important to note that these icons will move across all screens you have set on your device, they don’t lock to a screen.

Double-tapping the bar across the top of the floating window will expand the app to full screen, tapping it again will restore it to its original size. The small icon to the left of the X will minimise the floating window to an icon which you can place wherever you like on your screen. You can also use the grab tab in the bottom right-hand corner to manually adjust the screen size for each window’s default size. 

With this information, you can now open and configure as many apps as you and your screen space can handle. For apps like Facebook and Instagram, you’ll need to sign into them as though you are using the browser version. 

Note: Accessing YouTube using a floating window will allow you to keep it running whilst not open in the foreground. Something that isn’t available by default on Android without purchasing a YouTube subscription. 

Seeing as using/working with apps in floating windows is a little more involved than you’re probably used to, you’ll want to give yourself a little time to explore the app and get used to the way it works. At first, it may feel very foreign. 

How To Sideload Unsupported Android Apps In Windows 11

Microsoft makes Android-powered Surface phones, helps you connect Android devices to Windows, and you can even install Android apps in Windows 11. However, the partnership with Amazon’s Appstore provides access to only a handful of useful Android apps. If you want more Android power in Windows 11, you can “sideload” other apps in just a few steps.

Getting set up

Before you develop any fanciful ideas about running every Android app under the sun, you should check your system specs. The Windows Subsystem for Android requires at least 8GB of RAM, but 16GB is recommended. Your PC also needs a relatively modern processor in the form of an 8th-gen Intel Core i3, AMD Ryzen 3000, Snapdragon 8c, or newer. On the storage front, Windows 11 needs to be installed on an SSD rather than a spinning hard drive.

Ryan Whitwam/IDG

Even if you don’t want to use Amazon as your app provider, you’ll have to grab that from the Windows Store to get the prompt to enable the Windows Subsystem for Android (WSA). The PC will reboot after installing the WSA, but you’re not done yet.

To sideload apps, you have to go into the WSA settings to enable Developer mode, which is under the “Developer” tab. On this same screen, you should make note of the internal IP address, which you will need later. Note that the IP address may only appear when the Android Subsystem is running.

Finding Android apps

Even if Windows 11 had access to the full catalog of the Amazon Appstore, pickings would be slim. As it stands, you only get a subset of Amazon’s apps. If you want to install something from outside the Appstore, you’ll need to get your hands on the APK file. You’ve got two options: download apps from a reputable source or save APKs from an Android phone.

If you have an Android phone, grabbing the APK from your installed app list is the safest way. You’ll need an APK extractor app like ML Manager to do that, but you can save and share the file to your PC without worrying about the source.

Even if you do have an Android device, downloading APKs from a trusted online source can be worthwhile. You can sometimes get apps that aren’t hosted in the Play Store, as well as older versions of apps that have been changed or updated with undesirable features. APK Mirror and F-droid are both good, trustworthy options to download free apps. If you want paid apps that aren’t in Amazon’s store, you’ll have to raise the Jolly Roger and engage in software piracy, which makes it much more likely you’ll pick up malware.

Sideloading apps

Ryan Whitwam/IDG

In order to install your APK files, you need to tinker around with a command prompt tool known as the Android Debugging Bridge (ADB). Download the Platform Tools from Google’s site. Open a command prompt or terminal from the folder where you’ve saved Google’s platform tools, and then you’re ready to connect to your virtual Android system.

First, use the command adb connect ip_address, replacing the “IP address” with the one you copied above. With that done, you can use adb devices to verify that ADB is connected to the Android subsystem. (You can see examples of these commands in action in the picture above.) Again, this only works when WSA is running.

With your PC and Android subsystem connected, you can use adb install file_path, replacing “file path” with the actual file path to the APK you previously downloaded. (Again, see the image above for an example.) We’re using the Twitter app as a test here, but it should work the same for any APK. Not all apps will work correctly in the Android subsystem, which is still just a preview feature.

How To Prevent Overspending On Android Apps In The Play Store

If you have a tendency toward spending a bit too much on Android apps and games each month, and you’d like to start cutting down on these purchases, then you may be interested to know that Google has a feature for you that could be very handy.

The tech giant quietly rolled out this tool back in 2023, so a lot of users may not even be aware of its existence. The option is available for most Android devices, and in this article we explain how you can implement it yourself in order to start curbing your Google Play expenses.

Enter the Google Play Store Budgeting Tool

Google is making it easier for people to keep their app spending habits in check through a relatively new budgeting tool. This feature can be accessed from the Play Store on Android phones or tablets, but not via the Web.

The tool basically allows users to set a monthly budget to be spent on apps and other digital content. This cap applies to every type of content available via the Play Store, including movies, TV shows, music and more.

How to Set a Monthly App Budget on Your Android Device

1. Open the Google Play Store on your device.

2. Tap on the hamburger menu located in the upper-left corner of the display.

3. Select Account.

4. From there, select the Purchase History tab.

5. Set a budget for the current month by tapping on the “Set Budget” option.

6. Set the amount to spend per month. Hit Save and you’re done!

Please note that this budget can be adjusted at any time or removed altogether. Just follow the steps we’ve outlined above to do so. In the same screen, you’ll also be able to see a list of all the apps and games you’ve purchased during the last few months.

However, as Google itself cautions, this tool won’t take any action to prevent further purchases once you’ve exceeded the set amount. It’s meant solely as a way to easily track your spending on the Play Store. Consequently, you’ll have to periodically check the feature to make sure you didn’t go above your budget, although Google says it will let you know if you’re getting close.

Now, given all this, it wouldn’t hurt to set up some extra precautions to ensure your spending is kept in check. For instance, you should consider enabling authentication for purchases in the Play Store.

This helps to prevent any accidental purchases and may even make you think twice before buying a new app on a whim. It could also act as a reminder to go back to the Budget tool to see how much you’ve spent this month and check whether there’s room for yet another purchase.

How to Enable Authentication for Purchases on Your Android Device

1. Open the Google Play Store on your device.

2. Tap on the hamburger menu located in the upper-left corner of the display.

3. Select Settings.

4. Tap on “Require authentication for purchases” under User controls.

5. Select the option For all purchases through Google Play on this device.

6. Tap OK to confirm it.

Now every time you make a purchase, whether for a new app, game or in-app purchase, you’ll be required to authenticate via your Google password.

Alternatively, you can also set up Biometric authentication for your Google Play purchases from the same User controls section. Once you’ve done so, you’ll be able to use whatever biometric authentication you have on your phone to authorize payments to go through.

How to Remove Your Payment Details from the Google Play Store

Now, if you want to take further action towards minimizing the temptation to buy new apps or games, you could also try removing your payment details from the Play Store.

1. Open the Google Play Store on your device.

2. Tap on the hamburger menu located in the upper-left corner of the display.

3. Select Payment options.

4. Tap on More payment settings.

5. A G Pay page will open in a browser window.

6. Find the payment method you want to get rid of and tap Remove.

7. Tap Remove again and you’re done.

By combining the methods described above, you should now be able to prevent overspending and keep your app-related expenses under control. If your device is also being used by a minor, then you may want to take the necessary steps to also childproof your Android..

If you are in the lucky position of having some money left to spend this month, you may want to check out this list of new mobile games to try.

Alexandra Arici

Alexandra is passionate about mobile tech and can be often found fiddling with a smartphone from some obscure company. She kick-started her career in tech journalism in 2013, after working a few years as a middle-school teacher. Constantly driven by curiosity, Alexandra likes to know how things work and to share that knowledge with everyone.

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How To Change Default Apps On Android Devices.

If you use an Android device as your main portable device, either a phone or tablet, this article will show you how to set your own app defaults for specific system tasks. Set your own default app for SMS, email, browsing, calls, etc.

How to Block Access to Incognito Mode in Google Chrome.

Most people who use Windows 10 are aware that the operating system has a range of different options you can set default tasks for. For example, you can set your own programs or apps for email, maps, music, photos, videos, and of course a web browser. What a lot of people don’t know, however, is that you can also do the same on Android devices, both phones, and tablets.

When you first set up your Android device, most of the default options will be preset to use your phone manufactures apps or Google’s. For example, your phone/tablet may be using the stock Android launcher, Google Chrome, Google Photos, and its Mail app. When you’d rather be using Apex Launcher, Firefox, Quick Pic, and BlueMail. Although most newly installed apps will ask if you would like them to become the default option, there are times when this doesn’t happen, so follow along as this article shows you how to change default apps on Android devices.

Related: How to Fix Apex Launcher Continually Crashing After Updating.

How Do You Set a Different App as Default on Android?

To begin, open Settings on your Android device, then scroll down and tap Apps. On the main Apps page, tap the three vertical dots in the upper right-hand corner and select Configure Apps. Here you will see categories underneath the Default heading. Assist & Voice Input, Browser App, Home App (your launcher), Phone App, SMS App, Tap & Pay.

Note: The bottom Opening Links option, allows you to choose the action specific apps take when links are opened within their interface. Generally, most apps will be set to Ask First by default, however, this can be changed to Open in this app or Don’t open in this App. If you wish to make changes to these settings, feel free.

Now all you need to do is spend some time tapping each of the headings and selecting the app you wish to set as your default app for that task. Keep in mind you won’t be able to set silly apps as your default, for example, you won’t be able to set Snapchat as your browser or Firefox as your Phone app.

All of the categories have apps listed with their correct main functions. Once you change to another app your device will automatically save the change and start using it. If you enter a category and only have one option, you won’t be able to make a change without downloading a new app to use as an alternative. After making the changes you want, you can exit settings and continue using your device normally.

How To Write Your First Android Game In Java

Setting up


getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); Creating your game view


private MainThread thread; public GameView(Context context) { super(context); getHolder().addCallback(this);


@Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { } @Override public void surfaceCreated(SurfaceHolder holder) { } @Override public void surfaceDestroyed(SurfaceHolder holder) {


public class MainThread extends Thread { private SurfaceHolder surfaceHolder; private GameView gameView; public MainThread(SurfaceHolder surfaceHolder, GameView gameView) { super(); this.surfaceHolder = surfaceHolder; this.gameView = gameView; } }

Schweet. We now have a GameView and a thread!

Creating the game loop


@Override public void run() { while (running) { canvas = null; try { canvas = this.surfaceHolder.lockCanvas(); synchronized(surfaceHolder) { this.gameView.update(); this.gameView.draw(canvas); } } catch (Exception e) {} finally { if (canvas != null) { try { surfaceHolder.unlockCanvasAndPost(canvas); } catch (Exception e) { e.printStackTrace(); } } } } }

You’ll see a lot of underlining, so we need to add some more variables and references. Head back to the top and add:


private SurfaceHolder surfaceHolder; private GameView gameView; private boolean running;


public void setRunning(boolean isRunning) { running = isRunning; }

But at this point, one thing should still be highlighted and that’s update. This is because we haven’t created the update method yet. So pop back into GameView and now add  method.


public void update() { }

We also need to start the thread! We’re going to do this in our surfaceCreated method:


@Override public void surfaceCreated(SurfaceHolder holder) { thread.setRunning(true); thread.start(); }

We also need to stop the thread when the surface is destroyed. As you might have guessed, we handle this in the surfaceDestroyed method. But seeing as it can actually take multiple attempts to stop a thread, we’re going to put this in a loop and use try and catch again. Like so:


@Override public void surfaceDestroyed(SurfaceHolder holder) {    boolean retry = true;    while (retry) {        try {            thread.setRunning(false);            thread.join();     } catch (InterruptedException e) {        e.printStackTrace();    }    retry = false; } }

And finally, head up to the constructor and make sure to create the new instance of your thread, otherwise you’ll get the dreaded null pointer exception! And then we’re going to make GameView focusable, meaning it can handle events.


thread = new MainThread(getHolder(), this); Doing a graphics

Right, now we have a blank screen to draw on, all we need to do is draw on it. Fortunately, that’s the simple part. All you need to do is to override the draw method in our GameView class and then add some pretty pictures:


@Override public void draw(Canvas canvas) {         super.draw(canvas);        if (canvas != null) {            canvas.drawColor(Color.WHITE);            Paint paint = new Paint();            paint.setColor(Color.rgb(250, 0, 0));            canvas.drawRect(100, 100, 200, 200, paint);        }   


public class CharacterSprite { private Bitmap image; public CharacterSprite(Bitmap bmp) { image = bmp;     } public void draw(Canvas canvas) { canvas.drawBitmap(image, 100, 100, null); } }

Now to use this, you’ll need to load the bitmap first and then call the class from GameView. Add a reference to private CharacterSprite characterSprite and then in the surfaceCreated method, add the line:


characterSprite = new CharacterSprite(BitmapFactory.decodeResource(getResources(),R.drawable.avdgreen));

As you can see, the bitmap we’re loading is stored in resources and is called avdgreen (it was from a previous game). Now all you need to do is pass that bitmap to the new class in the draw method with:


public void update() { x += xVelocity; y += yVelocity; xVelocity = xVelocity * -1; } yVelocity = yVelocity * -1; } }

You will also need to define these variables:


private int xVelocity = 10; private int yVelocity = 5; private int screenWidth = Resources.getSystem().getDisplayMetrics().widthPixels; private int screenHeight = Resources.getSystem().getDisplayMetrics().heightPixels; Optimization

There is plenty more to delve into here, from handling player input, to scaling images, to managing having lots of characters all moving around the screen at once. Right now, the character is bouncing but if you look very closely there is slight stuttering. It’s not terrible but the fact that you can see it with the naked eye is something of a warning sign. The speed also varies a lot on the emulator compared to a physical device. Now imagine what happens when you have tons going on on the screen at once!

There are a few solutions to this problem. What I want to do to start with, is to create a private integer in MainThread and call that targetFPS. This will have the value of 60. I’m going to try and get my game to run at this speed and meanwhile, I’ll be checking to ensure it is. For that, I also want a private double called averageFPS.

I’m also going to update the run method in order to measure how long each game loop is taking and then to pause that game loop temporarily if it is ahead of the targetFPS. We’re then going to calculate how long it now took and then print that so we can see it in the log.


@Override public void run() {     long startTime;    long timeMillis;    long waitTime;    long totalTime = 0;    int frameCount = 0;    long targetTime = 1000 / targetFPS;     while (running) {        startTime = System.nanoTime();        canvas = null;         try {            canvas = this.surfaceHolder.lockCanvas();            synchronized(surfaceHolder) {                this.gameView.update();                this.gameView.draw(canvas);            }        } catch (Exception e) {       }        finally {            if (canvas != null)            {                try {                    surfaceHolder.unlockCanvasAndPost(canvas);                }                catch (Exception e) { e.printStackTrace(); }            }        }         timeMillis = (System.nanoTime() - startTime) / 1000000;        waitTime = targetTime - timeMillis;         try {            this.sleep(waitTime);        } catch (Exception e) {}         totalTime += System.nanoTime() - startTime;        frameCount++;        if (frameCount == targetFPS)        {            averageFPS = 1000 / ((totalTime / frameCount) / 1000000);            frameCount = 0;            totalTime = 0;            System.out.println(averageFPS);        }    }

Closing Thoughts

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