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Videos of Android Builders Summit 2011

September 28, 2011 in Uncategorized

Posted on May 25, 2011 by Thomas Petazzoni

Android LogoJust after the Embedded Linux Conference 2011, the first edition of the Android Builders Conference took place in San Francisco, on April 13th and April 14th 2011. This is the first, and to date, probably the first, conference entirely dedicated to Android low-level components and on how Android systems are built and modified. The number of resources, documentation and conferences on Android application development is already huge, but the amount of system-level information about Android is still relatively limited. This conference comes to fill in this gap, allowing engineers working on Android-based systems to share their experience. With a single track of talks for the first half-day, and two tracks for the second full day, it was a very nice first edition, and the co-location with the Embedded Linux Conference was well-appreciated. Interestingly enough, no talks were given by Google engineers, despite the fact that they are the primary designers and developers of the Android system.

Just as we did for the Embedded Linux Conference a few days ago, we are also publishing below the videos of all talks given during this Android Builders Summit. Of all the presentations, the ones we found the most interesting are certainly:

  • Karim Yaghmour’s talk about « Android Internals » and « Porting Android to new hardware »
  • Aleksander “Sasa” Gargenta’s talk « A walk through the Android stack ». Unfortunately, the speaker had way too much contents for the one hour slot, but the content presented was very, very interesting.
  • Mark Brown’s talk « Linux audio for smartphones »

Mike WosterVideo capture
Linux Foundation
Android Builders Summit Introduction
Video (2 minutes):
full HD (31M), 450×800 (11M)

Christy WyattVideo capture
Motorola
Motorola: innovation rising
Video (36 minutes):
full HD (454M), 450×800 (142M)

Mark CharleboisVideo capture
Qualcomm Innovation Center
From the alliance to the evolution: the history and future of Android innovation
Video (26 minutes):
full HD (332M), 450×800 (103M)

Greg BurnsVideo capture
QuIC
AllJoyn and the new era of peer-to-peer-technology
Video (55 minutes):
full HD (680M), 450×800 (209M)

Mark BrownVideo capture
Wolfson Micro
Linux audio for smartphones
Slides
Video (46 minutes):
full HD (560M), 450×800 (173M)

Karim YaghmourVideo capture
Opersys
Android Internals
Slides
Video (58 minutes):
full HD (793M), 450×800 (245M)

Mark GrossVideo capture
Intel
Device provisioning anad over the air updates for Android-2011
Slides
Video (48 minutes):
full HD (847M), 450×800 (214M)

Peter VescusoVideo capture
Black Duck Software
Managing Android and the complexity inside
Video (35 minutes):
full HD (375M), 450×800 (121M)

Hansung ChunVideo capture
ETRI
I/O performance improvement, using ext2 in Android-2011
Slides
Video (44 minutes):
full HD (915M), 450×800 (210M)

Magnus BäckVideo capture
Sony Ericsson
Using the Debian package manager to assemble Android-based phone software systems
Video (45 minutes):
full HD (357M), 450×800 (134M)

Tim BirdVideo capture
Sony Network Entertainment
Trying to improve Android boot time with readahead
Slides
Video (38 minutes):
full HD (833M), 450×800 (194M)

Bruce BeareVideo capture
Intel
Living with Gerrit
Slides
Video (42 minutes):
full HD (404M), 450×800 (137M)

Karim YaghmourVideo capture
Opersys
Porting Android to new hardware
Slides
Video (43 minutes):
full HD (822M), 450×800 (209M)

Marko GargentaVideo capture
Marakana
Beyond the phone
Slides
Video (44 minutes):
full HD (682M), 450×800 (193M)

Neil TrevettVideo capture
NVIDIA
Open API standards as a foundation for Android innovation
Video (42 minutes):
full HD (523M), 450×800 (173M)

Vitaly Wool, presented by Mark GrossVideo capture
Sony Ericsson
WiFi and Android: powersave saga
Video (31 minutes):
full HD (544M), 450×800 (136M)

Aleksander “Sasa” GargentaVideo capture
Marakana
A walk through the Android stack
Video (60 minutes):
full HD (689M), 450×800 (234M)

Armijn HemelVideo capture
gpl-violations.org
Licensing pitfalls in Android and how to avoid them
Video (44 minutes):
full HD (662M), 450×800 (183M)

Tim BirdVideo capture
Sony Network Entertainment
Android System Programming Tips and Tricks
Slides
Video (42 minutes):
full HD (459M), 450×800 (153M)

Creative commonsIn agreement with the speakers, these videos are released under the terms of the Creative Commons Attribution-ShareAlike 3.0 license.

Smooth lighting tutorial – how to make smooth OpenGL lighting

September 28, 2011 in Uncategorized

phong

After some restless hours of debugging, here’s Phong lighting :)

http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights

The code can be optimized, but should give you a clear understanding on how to make smooth OpenGL lighting. And you can admire the stunning results with a mere basic material and one lamp!

The fourth tutorial on Scientific OpenGL, this time going 3D, plotting the “Mexican Hat” function

September 28, 2011 in Uncategorized

building android-x86 from sourceforge and repo tool is now on code.google.com

September 27, 2011 in Uncategorized

Due to the current outage of android.git.kernel.org, and the fact that
Google Project Hosting now supports Git, the repo tool is now
available from its code.google.com repository:

http://code.google.com/p/git-repo/

The launcher script is also available as a download:

http://code.google.com/p/git-repo/downloads/detail?name=repo-1.14

So to build android-x86 from sourceforge

wget http://git-repo.googlecode.com/files/repo-1.14
chmod +x repo-1.14
./repo-1.14 init -u git://android-x86.git.sf.net/gitroot/android-x86/manifest.git -b gingerbread-x86

move repo to /usr/bin

sudo mv repo-1.14 /usr/bin/repo

and then sync and build as usual

iOS 5 (Android Rip-Off?)

September 27, 2011 in Uncategorized

This is basically what was going through my mind as I watched Apple’s promotional video for their latest update for the iPhone, iPad and iPod touch, iOS 5. I know that I’m not the only person that can see that Apple just copied directly from Android and Windows Phone, there’s no denying it. I hope that this video can create an obvious visualisation of the features so blatantly stolen from their competition. Please thumbs up and comment.YouTube Preview Image

Android bloatware: A call for change

September 24, 2011 in Uncategorized

Article by   (@jr_raphael) G+

I’m lucky enough to get the chance to use and review a wide variety of Android phones. In my gadget-exploring adventures, it’s hard to avoid noticing one common and very unfortunate thread:

Nearly every phone is made less appealing because the carrier loaded it down with bloatware.

Android BloatwareBloatware, if you aren’t familiar with the term, is all the extra crap companies stuff onto phones — crap you probably don’t need, don’t want, and won’t use. It’s been around since long before the advent of smartphones (hello, Windows), but with Android, the carriers are really starting to get greedy.

Take the recently unveiled Samsung Galaxy S Epic 4G Touch. I’ve spent the past week getting to know the phone and have generally been quite impressed (see my full review for more). But amidst the device’s fantastic features, Sprint has burdened users with 10 pieces of superfluous software — many of which are unnecessary pay-to-play programs like Sprint ID, Sprint Radio, and TeleNav GPS.

Sprint isn’t the only guilty party, of course; pretty much every carrier plays this game. I counted 20 (!) pieces of unremovable bloatware on Verizon’s recently released Motorola Droid 3 device. These days, Google’s “pure Android” Nexus phones are about the only ones guaranteed to be bloat-free.

Android Bloatware and Carriers

Here’s the cold hard truth: To carriers, smartphones are more about making money than delighting users. And nothing’s going to change that. Bloatware gives carriers a way to squeeze extra bucks out of customers, either by striking deals with developers to have their apps preloaded or by bundling in their own second-rate subscription services in the hopes that folks will sign up. Android’s open nature means the carriers are free to modify the software as they see fit — and let’s face it, that’s certainly no small part of the platform’s appeal to them.

But here’s where I think we could reach a more reasonable middle ground: Right now, carriers set the majority of their preinstalled programs to be system apps, which means there’s no way for a user to remove them from the phone (short of hacking the device, but that’s not something a typical user is going to do). Some of the players are getting a little bit better in this regard — Sprint has started making some of the bloatware on some of its phones uninstallable, including about half the crap it put on the Epic 4G Touch — but a half-assed effort here and there isn’t enough.

So carriers, hear me out: Keep preloading your wares onto the phones, if you must — but start respecting your users enough to allow them to uninstall what they don’t want. You still win: You can make the deals with developers and get paid for preloading their apps on your devices. You can keep bundling in your own programs and services, too, making sure every user sees them and has the opportunity to sign up for them.

If a user isn’t interested, though, he can choose to remove the program. Surely you can make enough money with your preloaded app deals, even if the apps aren’t baked into the system as part of the arrangements. And surely you realize that if someone wants to uninstall something right away, he wouldn’t have used it in any case — even if he had been forced to leave it sitting on his phone for two long years.

Come on, carriers: Android is an open platform, and that opens it up to a lot of interesting possibilities. Don’t take that asset and use it to turn your phones into virtual junkyards. Trust me: A little respect for your customers will go a long way.

[See also: It's time for the baked-in Android UI to die]

Android Development liked this post

Preparing your Code for Ice Cream Sandwich

September 22, 2011 in Uncategorized

posted by Thom Holwerda

Ever since Honeycomb’s release, Android has had two versions out in the wild (well, if you disregard the non-current versions, that is). The next major Android release, Ice Cream Sandwich, is supposed to fix this problem by having one single version of Android for both phones and tablets. Google now has a blog post up which presents some options for developers to prepare their applications for Ice Cream Sandwich.

Right now, several developers have hard-coded their Android tablet applications to certain screen sizes, but when Ice Cream Sandwich arrives, which will run on all screen sizes, developers will have to adapt their applications. Google presents two options: limit your tablet application to certain screen sizes (preventing them from being installed on smartphones), or make sure your application works on all screen sizes (the preferred option, obviously).

The first option is straightforward – it’s the second one that’s interesting. For the action bar currently implemented on Honeycomb, developers should face few problems – provided they used the official implementation, instead of building their own. “As long as you’ve been using the framework’s implementation of ActionBar for your tablet app (rather than building your own), the conversion from tablets to handsets should be painless,” Google explains, “The Android system will do the work for you; all you need to do is ensure that your action bar design is flexible.”

Of course, if you use your own action bar – or don’t use it at all but use some other means of navigating through your application – then you’ll have to do some work yourself. This seems like a pretty good carrot and stick to use the official implementation. In the end, it’s better for users, too.

As far as the actual content of your application goes, there are two ways to adapt Honeycomb tablet applications for smartphone screens. First, “for any screen in which your tablet version displays multiple fragments, use the same activity for handsets, but show only one fragment at a time – swapping the fragments within the activity when necessary”.

The second option is a bit more involving. “Use separate activities to host each fragment on a handset,” Google notes, “For example, when the tablet UI uses two fragments in an activity, use the same activity for handsets, but supply an alternative layout that includes just one fragment. When you need to switch fragments (such as when the user selects an item), start another activity that hosts the other fragment.”

This second option is a lot of words with Android-specific terminology, but the following image puts it in a way we can all understand.

 

 

This second option is a bit more work, Google notes, but is the better solution. “It might be a little more up-front work, because each fragment must work well across separate activities, but it usually pays off,” Google notes, “It means that you can use alternative layout files that define different fragment combinations, keep fragment code modular, simplify action bar management, and let the system handle all the back stack work.”

Sadly, the Ice Cream Sandwich SDK hasn’t been released yet, so you can’t test your adapted code just yet. In spite of this, if you have Honeycomb applications out there, be sure to follow Google’s advice and guidelines, since it will only make the lives of your users easier.

Euro Android Developer Labs registration is open

September 21, 2011 in News

From the android-developers blog:

This series started last month, and now registration is open for the European leg:

  • Berlin — September 28 and 29.
  • London — October 3 and 5.
  • Paris — TBD (late October), but register now.

Remember, this ADL series isn’t another set of introduction-to-Android sessions, nor any other kind of general overview. It’s specifically aimed at optimizing Android apps for tablets, in particular creating high-quality tablet apps with an emphasis on polish and user-experience.

Registration is a two-step process. Anyone can register, but we can only accommodate a relatively small number of attendees from among the registrants, based on whether they already have an Android app with the potential to be a top-tier tablet app in terms of quality, fit, and finish. The goal is to bring your app to the ADL, and leave equipped to make it into one that makes Android tablet users smile.

Source here.

MyGreatFest – The iDroidProject Takes To The Stage

September 20, 2011 in Uncategorized

The iDroid Project, a group that aims to fully port Android OS to Apple’s iOS devices, has just taken to the stage at MyGreatFest. Here’s what the team behind the project had to say.

Back in 2008, the project initially began under the name of the “iPhone Linux Project.” This project aimed to boot a Linux kernel, and by the end of 2008, this aim had been achieved. The year after, the hacker behind the iPhone Linux Project surprised everybody by presenting a working first-generation iPhone running Android OS: The iDroid Project was born.

Since, the iDroid Project has been working hard on creating a full port of Android on other iOS devices.

Currently, iDroid has been downloaded hundreds of thousands of times. However, there is still work to be done. The iDroid Project is concentrating on bringing iDroid to the iPhone 3GS and iPhone 4, and in supporting other versions of Apple’s mobile operating system.

The really impressive thing about iDroid is that users can run Android and iOS on the same iPhone, side by side, meaning it’s kind of like Boot Camp for OS X.

It’s definitely an interesting project, and something we’ll be keeping an eye on. For more information on the iDroid Project, head on over to its official website.

libgdx 0.9.2 released

September 20, 2011 in Applications, Frameworks, News, Programming

Badlogic Games announced a new version of libgdx. Straight from their website:

Hurray, a new libgdx version. Here’s the run-down of the most important changes, additions and fixes since 0.9.1.

  • A metric ton of bug fixes, see the SVN commit log.
  • Quite some improvements on the 3D API end. Still far from being done, you can see the WIP in the model-loaders extension. Not ready for prime time yet.
  • Two new demo games called Cuboc and Very Angry Robots. The later was kindly donated by Badly Drawn Rod.
  • A full-fledged UI library that has undergone some major changes since the first commit. Check out the latest blog posts by Nate on that topic as well as UITest.java. While this is only a tiny item on this list, a ton of work went into it and we should all bow down to Nate. Do it now!
  • Updated to the latest and greatest box2d version, including new shapes like ChainShape and EdgeShape, adding post/pre solve to the ContactListener and better pooling.
  • Fullscreen support and on-the-fly resolution changes on the desktop in addition to fullscreen antialiasing on all platforms if the hardware allows it.
  • Better configuration options via LwjglApplicationConfiguration/JoglApplicationConfiguration and AndroidApplicationConfiguration.
  • ImmediateModeRenderer20, so you can draw them fancy lines and stuff in OpenGL ES 2.0 as well
  • ShapeRenderer, build on top of the ImmediateModeRenderer implementations for even more convenient drawing of shapes
  • Completely reworked all resource classes like Texture, TextureAtlas, BitmapFont and so on to take OpenGL unaware XXXData instances. Cleaner design, less code in the resources themselves and paves the way for the next item on the list
  • Fancy schmancy AssetManager. I haven’t talked about it yet on here but will do so sometime next week, telling you how to use it. It’s incredibly powerful and allows for asynchronous loading of assets. See
    AssetManagerTest for a taste of what it is capable of.
  • ETC1 support, see ETC1Test
  • DecalBatch, kindly contributed by Vevusio who’s since disappeared. See DecalTest
  • Brand new JSON serialization framework to write and read object graphs. Again, thank Nate for that one. It’s the basis of the new Skin implementation among other things, so make yourself comfortable using it.
  • In-place operators for matrices, it’s been about time.

The above list is of course not extensive. For more detailed info check the SVN log.

Thanks to all the people helping out on the forums and reporting issues. Special thanks to Radioking for setting up the brand new Libgdx community wiki. Go check it out and contribute!

We have a couple of things cooking at the moment and iterate at quite a pace. So, sorry if we broke things in the process, but it’s for the betterment of the entire library.

As soon as the dust has settled a little i’ll try to get back to the 3D API again. At the moment i’m working through all the classes, improving the Javadocs. That might take some time. I also hope Tamas and i can finish of the development guide we’ve been talking about for so long in the coming month.

For more information and download of the library click here.