| --- |
| layout: documentation |
| title: mobile-install |
| --- |
| |
| # bazel mobile-install |
| |
| <p class="lead">Fast iterative development for Android</p> |
| |
| ## TL;DR |
| |
| To install small changes to an Android app very quickly, do the following: |
| |
| 1. Find the `android_binary` rule of the app you want to install. |
| 2. Disable Proguard by removing the `proguard_specs` attribute. |
| 3. Set the `multidex` attribute to `native`. |
| 4. Set the `dex_shards` attribute to `10`. |
| 5. Connect your device running ART (not Dalvik) over USB and enable USB |
| debugging on it. |
| 6. Run `bazel mobile-install :your_target`. App startup will be a little |
| slower than usual. |
| 7. Edit the code or Android resources. |
| 8. Run `bazel mobile-install --incremental :your_target`. |
| 9. Enjoy not having to wait a lot. |
| |
| Some command line options to Bazel that may be useful: |
| |
| - `--adb` tells Bazel which adb binary to use |
| - `--adb_arg` can be used to add extra arguments to the command line of `adb`. |
| One useful application of this is to select which device you want to install |
| to if you have multiple devices connected to your workstation: |
| `bazel mobile-install --adb_arg=-s --adb_arg=<SERIAL> :your_target` |
| - `--start_app` automatically starts the app |
| |
| When in doubt, look at the |
| [example](https://github.com/bazelbuild/bazel/tree/master/examples/android) |
| or [contact us](https://groups.google.com/forum/#!forum/bazel-discuss). |
| |
| ## Introduction |
| |
| One of the most important attributes of a developer's toolchain is speed: there |
| is a world of difference between changing the code and seeing it run within a |
| second and having to wait minutes, sometimes hours, before you get any feedback |
| on whether your changes do what you expect them to. |
| |
| Unfortunately, the traditional Android toolchain for building an .apk entails |
| many monolithic, sequential steps and all of these have to be done in order to |
| build an Android app. At Google, waiting five minutes to build a single-line |
| change was not unusual on larger projects like Google Maps. |
| |
| `bazel mobile-install` makes iterative development for Android much faster by |
| using a combination of change pruning, work sharding, and clever manipulation of |
| Android internals, all without changing any of your app's code. |
| |
| ## Problems with traditional app installation |
| |
| We identified the following bottlenecks of building an Android app: |
| |
| - Dexing. By default, "dx" is invoked exactly once in the build and it does not |
| know how to reuse work from previous builds: it dexes every method again, even |
| though only one method was changed. |
| |
| - Uploading data to the device. adb does not use the full bandwidth of a USB 2.0 |
| connection, and larger apps can take a lot of time to upload. The entire app is |
| uploaded, even if only small parts have changed, for example, a resource or a |
| single method, so this can be a major bottleneck. |
| |
| - Compilation to native code. Android L introduced ART, a new Android runtime, |
| which compiles apps ahead-of-time rather than compiling them just-in-time like |
| Dalvik. This makes apps much faster at the cost of longer installation |
| time. This is a good tradeoff for users because they typically install an app |
| once and use it many times, but results in slower development where an app is |
| installed many times and each version is run at most a handful of times. |
| |
| ## The approach of `bazel mobile-install` |
| |
| `bazel mobile-install `makes the following improvements: |
| |
| - Sharded dexing. After building the app's Java code, Bazel shards the class |
| files into approximately equal-sized parts and invokes `dx` separately on |
| them. `dx` is not invoked on shards that did not change since the last build. |
| |
| - Incremental file transfer. Android resources, .dex files, and native |
| libraries are removed from the main .apk and are stored in under a separate |
| mobile-install directory. This makes it possible to update code and Android |
| resources independently without reinstalling the whole app. Thus, |
| transferring the files takes less time and only the .dex files that have |
| changed are recompiled on-device. |
| |
| - Loading parts of the app from outside the .apk. A tiny stub application is |
| put into the .apk that loads Android resources, Java code and native code |
| from the on-device mobile-install directory, then transfers control to the |
| actual app. This is all transparent to the app, except in a few corner cases |
| described below. |
| |
| ### Sharded Dexing |
| |
| Sharded dexing is reasonably straightforward: once the .jar files are built, a |
| [tool](https://github.com/bazelbuild/bazel/blob/master/src/tools/android/java/com/google/devtools/build/android/ziputils/DexMapper.java) |
| shards them into separate .jar files of approximately equal size, then invokes |
| `dx` on those that were changed since the previous build. The logic that |
| determines which shards to dex is not specific to Android: it just uses the |
| general change pruning algorithm of Bazel. |
| |
| The first version of the sharding algorithm simply ordered the .class files |
| alphabetically, then cut the list up into equal-sized parts, but this proved to |
| be suboptimal: if a class was added or removed (even a nested or an anonymous |
| one), it would cause all the classes alphabetically after it to shift by one, |
| resulting in dexing those shards again. Thus, we settled upon sharding not |
| individual classes, but Java packages instead. Of course, this still results in |
| dexing many shards if a new package is added or removed, but that is much less |
| frequent than adding or removing a single class. |
| |
| The number of shards is controlled by the BUILD file (using the |
| `android_binary.dex_shards` attribute). In an ideal world, Bazel would |
| automatically determine how many shards are best, but Bazel currently must know |
| the set of actions (i.e. commands to be executed during the build) before |
| executing any of them, so it cannot determine the optimal number of shards |
| because it doesn't know how many Java classes there will eventually be in the |
| app. Generally speaking, the more shards, the faster the build and the |
| installation will be, but the slower app startup becomes, because the dynamic |
| linker has to do more work. The sweet spot is usually between 10 and 50 shards. |
| |
| ### Incremental File Transfer |
| |
| After building the app, the next step is to install it, preferably with the |
| least effort possible. Installation consists of the following steps: |
| |
| 1. Installing the .apk (i.e. `adb install`) |
| 2. Uploading the .dex files, Android resources, and native libraries to the |
| mobile-install directory |
| |
| There is not much incrementality in the first step: the app is either installed |
| or not. Bazel currently relies on the user to indicate if it should do this step |
| through the `--incremental` command line option because it cannot determine in |
| all cases if it is necessary. |
| |
| In the second step, the app's files from the build are compared to an on-device |
| manifest file that lists which app files are on the device and their |
| checksums. Any new files are uploaded to the device, any files that have changed |
| are updated, and any files that have been removed are deleted from the |
| device. If the manifest is not present, it is assumed that every file needs to |
| be uploaded. |
| |
| Note that it is possible to fool the incremental installation algorithm by |
| changing a file on the device, but not its checksum in the manifest. We could |
| have safeguarded against this by computing the checksum of the files on the |
| device, but this was deemed to be not worth the increase in installation time. |
| |
| ### The Stub Application |
| |
| The stub application is where the magic to load the dexes, native code and |
| Android resources from the on-device `mobile-install` directory happens. |
| |
| The actual loading is implemented by subclassing `BaseDexClassLoader` and is a |
| reasonably well-documented technique. This happens before any of the app's |
| classes are loaded, so that any application classes that are in the apk can be |
| placed in the on-device `mobile-install` directory so that they can be updated |
| without `adb install`. |
| |
| This needs to happen before any of the |
| classes of the app are loaded, so that no application class needs to be in the |
| .apk which would mean that changes to those classes would require a full |
| re-install. |
| |
| This is accomplished by replacing the `Application` class specified in |
| `AndroidManifest.xml` with the |
| [stub application](https://github.com/bazelbuild/bazel/blob/master/src/tools/android/java/com/google/devtools/build/android/incrementaldeployment/StubApplication.java). This |
| takes control when the app is started, and tweaks the class loader and the |
| resource manager appropriately at the earliest moment (its constructor) using |
| Java reflection on the internals of the Android framework. |
| |
| Another thing the stub application does is to copy the native libraries |
| installed by mobile-install to another location. This is necessary because the |
| dynamic linker needs the `X` bit to be set on the files, which is not possible to |
| do for any location accessible by a non-root `adb`. |
| |
| Once all these things are done, the stub application then instantiates the |
| actual `Application` class, changing all references to itself to the actual |
| application within the Android framework. |
| |
| ## Results |
| |
| ### Performance |
| |
| In general, `bazel mobile-install` results in a 4x to 10x speedup of building |
| and installing large apps after a small change. We computed the following |
| numbers for a few Google products: |
| |
| <img src="/assets/mobile-install-performance.svg"/> |
| |
| This, of course, depends on the nature of the change: recompilation after |
| changing a base library takes more time. |
| |
| ### Limitations |
| |
| The tricks the stub application plays don't work in every case. We have |
| identified the following cases where it does not work as expected: |
| |
| - When `Context` is cast to the `Application` class in |
| `ContentProvider#onCreate()`. This method is called during application |
| startup before we have a chance to replace the instance of the `Application` |
| class, therefore, `ContentProvider` will still reference the stub application |
| instead of the real one. Arguably, this is not a bug since you are not |
| supposed to downcast `Context` like this, but this seems to happen in a few |
| apps at Google. |
| |
| - Resources installed by `bazel mobile-install` are only available from within |
| the app. If resources are accessed by other apps via |
| `PackageManager#getApplicationResources()`, these resources will be from the |
| last non-incremental install. |
| |
| - Devices that aren't running ART. While the stub application works well on |
| Froyo and later, Dalvik has a bug that makes it think that the app is |
| incorrect if its code is distributed over multiple .dex files in certain |
| cases, for example, when Java annotations are used in a |
| [specific](https://code.google.com/p/android/issues/detail?id=78144) way. As |
| long as your app doesn't tickle these bugs, it should work with Dalvik, too |
| (note, however, that support for old Android versions isn't exactly our |
| focus) |