Monday 29 June 2015

Create Your First Android App

Android media framework overview

http://www.slideshare.net/jerrinsg/android-media-framework-overview

  • 1. Android Media Framework Overview Jerrin Shaji George
  • 2. Design Goals1. Simplify application development2. Share resources in a multi-tasked environment  Android – Multi tasking OS  Many applications could request media framework simultaneously3. Strong security model  Framework designed to isolate parts of system vulnerable to hacking  Application security ensured by sandbox model4. Room for future growth  Capability to add features which are backward compatible
  • 3. Sandbox Model• Each application runs in its own DVM• Both Dalvik and native applications run within the same security environment, contained within the Application Sandbox.• Each android application assigned a unique UID. This sets up the application sandbox. By default, an application can access resources contained in its sandbox.
  • 4. Media Framework Top View• Android application and the media server run on separate processes• Media Server is started at boot time• Media Server : Codecs, file parsers, network stack
  • 5. Media Framework Top View• SF, AF : Hardware abstractions for the audio and video• Flinger : The software implementation that combines either the visual surfaces or the audio output from multiple applications into a common stream that is sent to hardware.
  • 6. Typical Stack for Media Function CallHow a media function call from an application make its waydown to the framework and into the media engine DVM Proxy : The java object, we are talking to  E.g. – For a media player, it is the media player java object  It is a proxy for the Native Proxy which in turn is the proxy for the actual native implementation
  • 7. Typical Stack for Media Function CallHow a media function call from an application make its waydown to the framework and into the media engine • We go through the JNI layer (Java Native Interface) • JNI  A programming framework  Enables Java code running in JVM to interact with native applications (Programs specific to a hardware and operating system platform) and libraries written in other languages such as C, C++ and assembly.
  • 8. Typical Stack for Media Function CallHow a media function call from an application make its waydown to the framework and into the media engine • E.g. : Create a media player object in java  We make a call through the JNI layer to instantiate a C++ object-  The media player java object contains reference to the C++ object, weak references to garbage collection, etc.
  • 9. Strong references • Strong reference to an object : The garbage collector cannot collect an object in use by an application while the applications code can reach that object. • Ordinary java objects are strong by default. • E.g. : StringBuffer buffer = new StringBuffer(); creates a new StringBuffer() and stores a strong reference to it in the variable buffer.Weak references• Permits the garbage collector to collect the object while still allowing the application to access the object.• Useful for objects that use a lot of memory• Can be recreated easily if they are reclaimed by garbage collection
  • 10. Typical Stack for Media Function CallHow a media function call from an application make its waydown to the framework and into the media engine Native proxy  Proxy object for the media service  Native proxy is a C++ object that talks through the binder interface
  • 11. Typical Stack for Media Function CallHow a media function call from an application make its waydown to the framework and into the media engine Native proxy • We could have directly gone to the media server through the JNI layer instead of the proxy. So why do we need Native proxy ?  This enables to provide media service access to native applications like games  Native applications cannot communicate through JNI
  • 12. Typical Stack for Media Function CallHow a media function call from an application make its waydown to the framework and into the media engine Binder  Binder is the abstraction for IPC  It marshals (guides) objects across process boundaries through a special kernel driver  Processes can share memory - enables moving data back between applications and media player , move file descriptors duped across processes etc.  Used extensively in Surface Flinger and Audio Flinger
  • 13. Typical Stack for Media Function CallHow a media function call from an application make its waydown to the framework and into the media engine Binder Proxy  The marshalling code in the application side Binder Native  The marshalling code in the server side
  • 14. Typical Stack for Media Function CallHow a media function call from an application make its waydown to the framework and into the media engine Native Implementation  The actual implementation  A Media Player service instantiates a MediaPlayer object in the service which is proxied in the application by the MediaPlayer Java object
  • 15. Typical Stack for Media Function Call• High overhead involved in making a call through this stack• This is acceptable since we do not make a lot of calls to the media player service.• Media player objects must be reused as much as possible
  • 16. Top Level View of Media Server Process• It can instantiate a number of MediaPlayer objects• OpenCore, Vorbis, MIDI : The different media player types
  • 17. Top Level View of Media Server ProcessMediaPlayer• Each of the media player contains a codec (coder-decoder)• Coder encodes a data stream or signal for transmission, storage or encryption• Decoder decodes it for playback or editing.• In a recording device, ADC converts analog signals into digital signals which are then passed into coder
  • 18. Top Level View of Media Server ProcessVorbis Player• Plays ogg vorbis files• A lightweight, psycho-acoustic codec• Used in internal sounds like ringtones, application sounds /system/media/audio/alarms or ringtones
  • 19. Top Level View of Media Server ProcessPyscho-Acoustic Compression• Picks out parts of sounds which are going to be masked by other sounds, get rid of them• Based heavily on human anatomy, a compression algorithm can assign a lower priority to sounds outside the range of human hearing
  • 20. Top Level View of Media Server ProcessMIDI Player• Plays MIDI files• MIDI : Musical Instrument Digital Interface  An electronic musical instrument industry specification  Enables wide variety of digital musical instruments, computers and other related devices to connect and communicate with one another
  • 21. Top Level View of Media Server ProcessOpenCORE• Bulk of the framework• Anything other than Ogg and MIDI routed over to OpenCORE• Contains major codecs like  Audio: MP3, AAC, AMR  Video : H.263, H.264, AVCMediaServer is smart enough to recognize file type and call the appropriate player
  • 22. Top Level View of Media Server ProcessMedia Recorder Service• It also uses a proxy model  A MediaRecorder Object exists in the Java layer  MediaRecorder Service does the actual recording• Integrated with camera service for video recording• Authoring engine is OpenCORE
  • 23. Top Level View of Media Server ProcessCamera Service• Operates in conjunction with media service and independently for still images• To take a still image  Instantiate a camera object (a proxy for the camera service)  Camera service takes care of handling preview, limiting the amount of data flowing between the application and hardware  For Video recording, the frames are sent to OpenCORE which does the encoding
  • 24. Media PlaybackOverview of how a media playback session would look like• Application provides three main pieces of data  Source URI : Location of file – SD Card , a resource in application apk, network stream  Surface : The abstraction for the view that you see  Audio type : So that media service can route the audio accordingly• The audio/video frames are decoded inside the media server and they get output directly to the Surface/Audio Flinger• Low overhead, since no data flowing back to the application
  • 25. Media PlaybackOverview of how a media playback session would look likeSurface  An object holding pixels that are being composited to the screen  Every window on the screen (a dialog, status bar) has its own surface that it draws in to, and Surface Flinger renders these to the final display  It usually has two buffers to do double-buffered rendering: the application can be drawing its next UI state while the surface flinger is compositing the screen using the last buffer, without needing to wait for the application to finish drawing.
  • 26. Media RecorderOverview of how a media recording session would look like
  • 27. Media Recorder Overview of how a media playback session would look like• Application provides :  Camera Object – Application can create its own camera object or let the media server create a new camera object  Surface - where the preview will be displayed  Audio source - Microphone
  • 28. Media Recorder Overview of how a media playback session would look like• Camera feeds frames through the camera service to the media server• It is pushed to the surface for preview and into OpenCORE for encoding• There exists a file authoring piece which takes the frames from audio and video, mixes them together and writes them out to a file
  • 29. Codecs• There are three different types of video codecs• Terminology : • Bitrate  Refers to the number of bits—or the amount of data—that are processed over a certain amount of time  E.g. A 256 kilobits per second audio file has 256 kilobits of data stored in every second of a song. • 3GPP  The 3rd Generation Partnership Project  Collaboration between groups of telecommunications associations, known as the Organizational Partners.  Scope : o Make a globally applicable third-generation (3G) mobile phone system specification based on evolved Global System for Mobile Communications (GSM) specifications within the scope of the International Mobile. o an evolved IP Multimedia Subsystem (IMS) developed in an access independent manner • MPEG  The Moving Picture Experts Group  A working group of experts formed by ISO and IEC to set standards for audio and video compression and transmission
  • 30. H.263 Video • Originally designed for low bit-rate video conferencing • Standardized in 1996 • Part of 3GPP standard, so adopted by number of manufactures • Used by many websites for web stream, since supported by many mobile devices E.g. m.youtube.com • Simple encoder, decoder • Used by many streaming sites for low bit-rate video • H.263 has a deblocking filter • A video filter applied to blocks in decoded video to improve visual quality and prediction performance • Smoothens sharp edges which can form between macroblocks (usually a 8*8 pixel block) when block coding techniques are used. • The filter aims to improve the appearance of decoded pictures.
  • 31. MPEG4-SP (Simple Profile) Video • Designed as replacement for MPEG1/2 codecs • Simple encoder • Does not have a deblocking filter • Has singe frame references • Reference frames are frames of a compressed video that are used to define future frames. • The video encoder can choose the previously decoded frame to base each macroblock in the next frame
  • 32. H.264 AVC (Advanced Video Codec) • Better compression (e.g. multiple reference frames) • Allows the video encoder to choose among more than one previously decoded frame on which to base each macroblock in the next frame. • Better quality (e.g. mandatory in-loop deblocking filter) • Has a number of different profiles. Different profiles target different applications and devices. A profile specifies things like frame sizes, bit rates etc. • Uses include digital cinema, HDTV broadcast, and mobile • More complex than H.263 or MPEG4-SP
  • 33. MP3• First generation psycho-acoustic compression• Approximately 10:1 compression @ 128kbps• Sonic transparency at 192Kbps  Frequency at which most people will not be able to hear the difference between the original and compressed version
  • 34. AAC (Advanced Audio Codec) • Psycho-acoustic compression like MP3 • Better compression than MP3 • Sonic transparency at 128Kbps • Commonly used in MPEG-4 streams
  • 35. Ogg Vorbis • An open-source codec • Psycho-acoustic compression like MP3 • Better compression than MP3 • Low-overhead player  Lower latency Audio latency is the delay between when an audio signal enters and when it emerges from a system.  Uses less memory, amount of code to be loaded to play sound is very low, so used internally for ringtones and other applications • Can loop seamlessly (unlike MP3)  MP3 doesnt have a native way of specifying a seamless loop, without a delay
  • 36. Adaptive Multi-rate (AMR) Audio • A speech codec, very low bit rate • High compression rate achieved by focusing on one central tone – throws away a lot of audio • Two flavours: Narrow band and wide band • Narrow band is 8KHz input, bit-rates 4.75K to 12.2K bps • Wide band to 16KHz input, bit-rates 6.6K to 23.85K bps • Used in 3GP streams • In the OpenCORE package, AMR Narrow band codec is the only native audio encoder we have in software • If the hardware does not have an encoder (DSP), this will be the fallback codec • Audio record applications like MMS use AMR
  • 37. Digital container format • The container file is used to identify and interleave different data types • It concerns more with how data is stored, and not necessarily coded • Simpler container formats can contain different types of audio formats, while more advanced container formats can support multiple audio and video streams, subtitles, chapter-information, and meta-data (tags) — along with the synchronization information needed to play back the various streams together.
  • 38. Typical 3GPP Stream • Lower quality • H.263 video codec • AMR-NB audio codec • Bit rates up to 192K bps
  • 39. Typical MPEG-4 Stream • Usually higher quality than 3GPP • H.264 video codec • AAC audio codec • Bit rates up to 500K bps
  • 40. What container/codec type should I use? • Authoring for Android device, use MPEG4 container with H.264 video (HVGA up to 500Kbps) and AAC 96Kbps • Creating content on Android device for other Android devices:  Use 3GPP container with H.263 video (CIF up to 384Kbps) and AMR-NB audio • Creating content on Android device for other devices: Use • 3GPP container with H.263 video (QCIF up to 192Kbps) and AMR-NB audio • To stream to an android device :  Make sure that ‘moov’ atom is located before ‘mdat’ atom for HTTP progressive streaming  moov atom is index of all the frames, which tells the organization of the file  mdat : movie data atom  Most applications create the moov atom at the end of the file

Monday 22 June 2015

Define and render UI specs on top of your Android UI

https://github.com/lucasr/dspec


dspec

A simple way to define and render UI specs on top of your Android UI.

Usage

Enclose the target UI with a DesignSpecFrameLayout, usually the root of your view hierarchy. Get the associated DesignSpec instance with getDesignSpec and then you can:
  • Toggle baseline grid visibility with setBaselineGridVisible(boolean).
  • Change baseline grid cell width with setBaselineGridCellSize(int).
  • Change baseline grid color with setBaselineGridColor(int).
  • Toggle keylines visibility with setKeylinesVisible(boolean).
  • Change keylines color with setKeylinesColor(int).
  • Add keylines with addKeyline(int, From).
  • Toggle spacing markers visibility with setSpacingsVisible(boolean).
  • Change spacing markers color with setSpacingsColor(int).
  • Add spacing marker with addSpacing(int, int, From).
You can also specify the design spec in a raw JSON resource like:
{
    "baselineGridVisible": true,
    "baselineGridCellSize": 8,
    "keylines": [
        { "offset": 16,
          "from": "LEFT" },
        { "offset": 72,
          "from": "LEFT" },
        { "offset": 16,
          "from": "RIGHT" }
    ],
    "spacings": [
        { "offset": 0,
          "size": 16,
          "from": "LEFT" },
        { "offset": 56,
          "size": 16,
          "from": "LEFT" },
        { "offset": 0,
          "size": 16,
          "from": "RIGHT" }
    ]
}
Because DesignSpec is a Drawable, you can simply add it to a ViewOverlay if you're running your app on API level >= 18:
DesignSpec designSpec = DesignSpec.fromResource(someView, R.raw.some_spec);
someView.getOverlay().add(designSpec);

Android basic tutorial

Core java interview question video.

Thursday 18 June 2015

What is the purpose of Looper and how to use it?

http://stackoverflow.com/questions/7597742/what-is-the-purpose-of-looper-and-how-to-use-it



5 Answers

up vote181down voteaccepted
What is Looper?
Looper is a class which is used to execute the Messages(Runnables) in a queue. Normal threads have no such queue, e.g. simple thread does not have any queue. It executes once and after method execution finishes, the thread will not run another Message(Runnable).
Where we can use Looper class?
If someone wants to execute multiple messages(Runnables) then he should use the Looper class which is responsible for creating a queue in the thread. For example, while writing an application that downloads files from the internet, we can use Looper class to put files to be downloaded in the queue.
How it works?
There is prepare() method to prepare the Looper. Then you can use loop() method to create a message loop in the current thread and now your Looper is ready to execute the requests in the queue until you quit the loop.
Here is the code by which you can prepare the Looper.
class LooperThread extends Thread {
      public Handler mHandler;

      @Override
      public void run() {
          Looper.prepare();

          mHandler = new Handler() {
              @Override
              public void handleMessage(Message msg) {
                  // process incoming messages here
              }
          };

          Looper.loop();
      }
  }

Main Differences of Java NIO and IO

http://java.dzone.com/articles/java-nio-vs-io

When studying both the Java NIO and IO API's, a question quickly pops into mind:
When should I use IO and when should I use NIO?
In this text I will try to shed some light on the differences between Java NIO and IO, their use cases, and how they affect the design of your code.

Main Differences of Java NIO and IO

The table below summarizes the main differences between Java NIO and IO. I will get into more detail about each difference in the sections following the table.
IONIO
Stream orientedBuffer oriented
Blocking IONon blocking IO
 Selectors

Stream Oriented vs. Buffer Oriented

The first big difference between Java NIO and IO is that IO is stream oriented, where NIO is buffer oriented. So, what does that mean?
Java IO being stream oriented means that you read one or more bytes at a time, from a stream. What you do with the read bytes is up to you. They are not cached anywhere. Furthermore, you cannot move forth and back in the data in a stream. If you need to move forth and back in the data read from a stream, you will need to cache it in a buffer first.
Java NIO's buffer oriented approach is slightly different. Data is read into a buffer from which it is later processed. You can move forth and back in the buffer as you need to. This gives you a bit more flexibility during processing. However, you also need to check if the buffer contains all the data you need in order to fully process it. And, you need to make sure that when reading more data into the buffer, you do not overwrite data in the buffer you have not yet processed.

Blocking vs. Non-blocking IO

Java IO's various streams are blocking. That means, that when a thread invokes a read() or write(), that thread is blocked until there is some data to read, or the data is fully written. The thread can do nothing else in the meantime.
Java NIO's non-blocking mode enables a thread to request reading data from a channel, and only get what is currently available, or nothing at all, if no data is currently available. Rather than remain blocked until data becomes available for reading, the thread can go on with something else.
The same is true for non-blocking writing. A thread can request that some data be written to a channel, but not wait for it to be fully written. The thread can then go on and do something else in the mean time.
What threads spend their idle time on when not blocked in IO calls, is usually performing IO on other channels in the meantime. That is, a single thread can now manage multiple channels of input and output.

Selectors

Java NIO's selectors allow a single thread to monitor multiple channels of input. You can register multiple channels with a selector, then use a single thread to "select" the channels that have input available for processing, or select the channels that are ready for writing. This selector mechanism makes it easy for a single thread to manage multiple channels.

How NIO and IO Influences Application Design

Whether you choose NIO or IO as your IO toolkit may impact the following aspects of your application design:
  1. The API calls to the NIO or IO classes.
  2. The processing of data.
  3. The number of thread used to process the data.

The API Calls

Of course the API calls when using NIO look different than when using IO. This is no surprise. Rather than just read the data byte for byte from e.g. an InputStream, the data must first be read into a buffer, and then be processed from there.

The Processing of Data

The processing of the data is also affected when using a pure NIO design, vs. an IO design.
In an IO design you read the data byte for byte from an InputStream or a Reader. Imagine you were processing a stream of line based textual data. For instance:
1.Name: Anna
2.Age: 25
3.Email: anna@mailserver.com
4.Phone: 1234567890
This stream of text lines could be processed like this:
1.InputStream input = ... ; // get the InputStream from the client socket
2. 
3.BufferedReader reader = new BufferedReader(new InputStreamReader(input));
4. 
5.String nameLine   = reader.readLine();
6.String ageLine    = reader.readLine();
7.String emailLine  = reader.readLine();
8.String phoneLine  = reader.readLine();
Notice how the processing state is determined by how far the program has executed. In other words, once the first reader.readLine() method returns, you know for sure that a full line of text has been read. The readLine() blocks until a full line is read, that's why. You also know that this line contains the name. Similarly, when the second readLine() call returns, you know that this line contains the age etc.
As you can see, the program progresses only when there is new data to read, and for each step you know what that data is. Once the executing thread have progressed past reading a certain piece of data in the code, the thread is not going backwards in the data (mostly not). This principle is also illustrated in this diagram:
 Reading data from a blocking stream.
Java IO: Reading data from a blocking stream.
A NIO implementation would look different. Here is a simplified example:
1.ByteBuffer buffer = ByteBuffer.allocate(48);
2. 
3.int bytesRead = inChannel.read(buffer);
Notice the second line which reads bytes from the channel into the ByteBuffer. When that method call returns you don't know if all the data you need is inside the buffer. All you know is that the buffer contains some bytes. This makes processing somewhat harder.
Imagine if, after the first read(buffer) call, that all what was read into the buffer was half a line. For instance, "Name: An". Can you process that data? Not really. You need to wait until at leas a full line of data has been into the buffer, before it makes sense to process any of the data at all.
So how do you know if the buffer contains enough data for it to make sense to be processed? Well, you don't. The only way to find out, is to look at the data in the buffer. The result is, that you may have to inspect the data in the buffer several times before you know if all the data is inthere. This is both inefficient, and can become messy in terms of program design. For instance:
1.ByteBuffer buffer = ByteBuffer.allocate(48);
2. 
3.int bytesRead = inChannel.read(buffer);
4. 
5.while(! bufferFull(bytesRead) ) {
6.bytesRead = inChannel.read(buffer);
7.}
The bufferFull() method has to keep track of how much data is read into the buffer, and return either true or false, depending on whether the buffer is full. In other words, if the buffer is ready for processing, it is considered full.
The bufferFull() method scans through the buffer, but must leave the buffer in the same state as before the bufferFull() method was called. If not, the next data read into the buffer might not be read in at the correct location. This is not impossible, but it is yet another issue to watch out for.
If the buffer is full, it can be processed. If it is not full, you might be able to partially process whatever data is there, if that makes sense in your particular case. In many cases it doesn't.
The is-data-in-buffer-ready loop is illustrated in this diagram:
 Reading data from a channel until all needed data is in buffer.
Java NIO: Reading data from a channel until all needed data is in buffer.

Summary

NIO allows you to manage multiple channels (network connections or files) using only a single (or few) threads, but the cost is that parsing the data might be somewhat more complicated than when reading data from a blocking stream.
If you need to manage thousands of open connections simultanously, which each only send a little data, for instance a chat server, implementing the server in NIO is probably an advantage. Similarly, if you need to keep a lot of open connections to other computers, e.g. in a P2P network, using a single thread to manage all of your outbound connections might be an advantage. This one thread, multiple connections design is illustrated in this diagram:
 A single thread managing multiple connections.
Java NIO: A single thread managing multiple connections.
If you have fewer connections with very high bandwidth, sending a lot of data at a time, perhaps a classic IO server implementation might be the best fit. This diagram illustrates a classic IO server design:
 A classic IO server design - one connection handled by one thread.
Java IO: A classic IO server design - one connection handled by one thread.