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  • June 28th, 2017 Mobile Xbox Authentication Remote device sign-in By Tiffany Conroy

    A method for signing in to a device that doesn’t have a keyboard

    When we were developing our SoundCloud app for Xbox One, something became very obvious during usability testing: signing in with a game controller really sucks. Entering text requires navigating a virtual keyboard to individual letters, numbers, and characters one at a time – such a nightmare! Plus, letters, numbers, and special characters are spread across three screens. The more secure your password is, the worse the experience is.

    Entering a password with a game controller using an onscreen keyboard

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  • August 3rd, 2016 React Native Mobile React Native at SoundCloud By Jan Monschke & Peter Minarik

    About a year ago we faced an interesting question at SoundCloud: can we build SoundCloud Pulse — our app for creators — with React Native? Is a five-month-old technology mature enough to become part of SoundCloud’s tech stack?

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  • March 21st, 2016 Android Mobile Open-sourcing LightCycle for Android By Guillaume Lung

    Last week, we open-sourced LightCycle, an Android library that helps break logic out of Activity and Fragment classes into small, self-contained components called LightCycles.

    Components that typically need to be aware of Activity and Fragment lifecycle events include presenters, UI tracking code, input processors and more. We’ve been using LightCycle extensively in the SoundCloud Music & Audio and SoundCloud Pulse apps over the last year.

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  • October 6th, 2015 Android Mobile "Congratulations, you have a lot of code!" Remedying Android’s method limit - Part 2 By Matthias Käppler

    In part one we described how running into Android’s method limit may leave you unable to build, and offered strategies you can employ to make your app fit into a single DEX file. In this part we share an alternative option: using multiple DEX files.

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  • September 21st, 2015 Android Mobile "Congratulations, you have a lot of code!" Remedying Android’s method limit - Part 1 By Matthias Käppler

    At SoundCloud we have been building for the Android platform since 2010. Much has changed since then: the team has grown, the list of features has grown, and our audience has grown. Today, eight engineers are working full time on the official SoundCloud app, across various areas, with contributions pouring in from other parts of the organization. Due to the growing complexity and number of contributions, the app’s size has grown substantially. Currently the app consists of approximately 1200 Java source files, not counting tests, containing approximately 86000 lines of code. This doesn’t include native code, such as our playback or recording stacks.

    We’re not the first to run into Android’s limits in terms of build tools. An internal limitation of Dalvik’s byte code format (DEX), which I will explain in more detail, can leave you unable to build after your codebase reaches a certain size. If you fail to anticipate this, it might happen during the most inconvenient time, such as when you are preparing for a release. Part of our job in Core Engineering at SoundCloud is to make sure our developers are happy and productive; not being able to build our app anymore makes for neither happy nor productive developers.

    While there are a number of posts on this topic, I would like to describe in more detail what we have done to combat Android’s method limit, what things worked well and what didn’t work so well, what it actually means to use the dx tool’s --multi-dex switch and what you can do to improve application health with regards to size.

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