LightBlog

mercredi 10 juin 2015

Should Google Open Up Android Wear?

Android Bootloader

2014 was going to be the year of the wearable. And it was, insofar as it was the first year that I started to notice news headlines outside of the normal enthusiast channels, covering stories regarding these futuristic devices. Android Wear was released alongside Samsung’s Galaxy Gear, Google Glass became available to anybody, and even the long-rumoured Apple Watch was, at least announced. The previous year, the Pebble watch had shown the demand for something that could provide us with our notifications without having to remove our phones from our pockets by raising a record amount of funding on Kickstarter, and some rivals like Sony were already on their second generation of connected gadget. It seemed as if the technological world had consumed the smartphone, and was now ready and eager to move into the next course and digest the more enticing smart-watch.

2015 was also meant to be the year of the wearable. We’d seen the first fledgling efforts of the major players (sometimes the second, or third, even) and those who hadn’t immediately jumped on board the hype-train were patiently awaiting the next wave of devices, with all the expected refinements that would make this technology essential this time around. But that hasn’t exactly been the case.

I realize, of course, that we’re only half way through the year, and that anyone with an interest in this area is waiting for the new Moto 360, the Samsung Gear A, the Pebble Time, or even the plethora of existing watch manufacturers who are now trying their hand in the smart arena. The fact remains, however, that smartwatches are a nice thing to have, they’re just not completely necessary yet, even though they’re fun and you might miss them when they’re not there. There are a number of reasons for this, and they are issues that have been widely raised – the same issues for the most part that were predicted a few years back. Battery life has to be one of the most prevalent, with most smartwatches having to be charged nightly if used for much more than just glancing at the time. The size, weight and design of current models is still generally on the large or bulky side; after all, watches have been fashion accessories as much as timepieces for a couple of centuries. The aforementioned Moto 360 for example, did well mostly because it looked desirable, and despite the fact that it was released with some underwhelming or out of date internals (that now apparently don’t work very well with the Wear 5.1.1 update). The other thing to note, which hasn’t been fully realized yet due to the age of these gadgets, is the fact that these are essentially mini-computers we’re wearing and will need replacing every few years. They will become out-dated, or stop receiving software updates, or their batteries will suffer the ravages of the daily charge/discharge cycle. It’s hard to stay objective on this subject when you’re a developer with the latest gear and the people you speak to all the time are in the same frame of mind, but I believe these reasons, added to their collective price, have made smart-devices a tough choice for the average consumer.

android-wear-moto-360-close-up-1200-80

But there’s a final point that I believe is worth raising (especially here on XDA) that may have been a notable cause of this lack of traction, and it pertains to Android Wear in particular. Google made an interesting choice when creating the current leader in wearable operating systems, by preventing OEM’s from modifying the software and creating their own flavors of it. I admit that this does make a lot of sense, providing not only a consistent user-experience across the board (important with a new platform), but also hugely assisting with the constant ordeal of software updates. But Android has always been open (for the most part), and the fact that smartphone manufacturers were given the freedom to create their own UI’s, add features, and generally demonstrate their own ideas of what the customer needed in a phone, meant that consumers were given a huge range of different options and price points, and had a better chance of finding the right fit for them. With Android Wear, we don’t have that; every smartwatch that runs it works in almost the exact same way, with the only differentiation being the hardware aspect. This means that Google has to directly drive the features that we see, and the options for developers are somewhat limited. Personally, the developers here at XDA are the main reason that I fell in love with Android in the first place; the sheer number of ideas floating around the forums is staggering! Someone, somewhere has managed to get almost every device running the current version of the OS regardless of its age, or its limited specifications, or in some cases, even whether it’s worth doing in the first place. Many of the features we now take for granted were pioneered by an independent developer or third party, and are only now making their way to vanilla Android. Some, like me, prefer the look and feel of an unmodified, Nexus-like experience, but you cannot deny what Samsung’s Touchwiz or HTC’s Sense has done for the adoption of Android as an operating system. You can root Android Wear, you can unlock the Bootloader, you can side-load apps and you can install a custom recovery, but then what? There is no Cyanogenmod for Android Wear, because we’re all running stock anyway, and at the moment it’s down to the developers to come up with apps, and apps only, to make these things sell.

Of course, it’s never going to be one single element that cripples a range of products, it’ll be a combination of a few, but perhaps it is this which is lacking with the current crop of smartwatches. I’ve definitely noticed it, but not everyone will, and it’s important to remember that often with OEM skins comes bloat, messy user interfaces and buggy software experiences. Customization is a corner-stone of Android, and without everyone being able to fiddle around with the software experience on their wrists, Google is, in one way, preventing developers and manufacturers from coming up with the kind of features that could potentially make this platform really attractive to a really important demographic; the first time buyer. Once those users are on-board this technology could really snowball. So perhaps it is up to Google to provide a little wiggle-room on the OS-front, whilst keeping the core experience clean and stable, thus providing a flexible product, great for the basic and advanced user alike. Hey, you can dream, right?

 

What do you think?  Let us know in the comments!

The post Should Google Open Up Android Wear? appeared first on xda-developers.



from xda-developers http://ift.tt/1KWk2l0
via IFTTT

OnePlus Holds Competition For Experiencing OnePlus 2

OnePlus_Competition_3

OnePlus is prepping itself up for the eventual launch of the OnePlus 2, and it’s back to using the power of crowd marketing to build up hype for its yet-to-be-launched flagship.

This time, the company is holding contests to give users a chance to experience the OnePlus 2 with an all expense paid trip to OnePlus HQ in Hong Kong for 3 lucky winners. Along with this, the winners will get a chance to “play a pivotal role in a secret project” that is planned for the OnePlus 2 launch. Knowing the company, we can only take wild guesses to what this could be as they often end up with rather out-of-the-box ideas.

Coming to the contests, there are two of them, one for photo aficionados and one for video enthusiasts.

Photo Mania 2015

OnePlus_Competition_1

 

This contest will select only one winner. To compete, users have to send an unedited and no-filter photo taken on the OnePlus One and post them on Instagram through a public account. Entrants also need to tag @oneplustech in the photo and give details for the shot in the caption, along with submitting their entry through this form. 10 finalists will be chosen on the basis of Instagram “Likes” that the photo gets and the technical ability involved. The final winner will be chosen by votes from the community. Additional rules for this contest can be found here.

Your OnePlus Story

OnePlus_Competition_2

This contest will select two winners. To compete, users will have to create an original video of atleast 1080p quality in landscape format using their OnePlus One, with preferred quality being the full 4k quality the OnePlus One is capable of. The video should revolve around the user and OnePlus, and could range from what they love about the OnePlus One to what they look forward to in the OnePlus 2. All entries have to submitted by uploading to cloud storage and submitting via this form, with judgement being passed on the basis of quality, production and originality of content. For the winners, one will be selected via a judge panel in OnePlus HQ while the other will be chosen via the community. Eight other runner ups will also receive OnePlus gift bags in lieu of having their videos featured in an upcoming OnePlus 2 project. Additional rules for the contest can be found here.

Both of these contests end on June 15, 2015. The winners will have to be eligible for travel to Hong Kong on or before June 28, 2015, so we can expect some more info of the upcoming phone to be revealed around that period.

One thing that we like about OnePlus is they focus a lot on the community, whether it be involving them for future launches or harnessing them for producing promotional material and marketing through Instagram popularity. With the company claiming to have improved their customer service from previous times, OnePlus is going on the right track towards a successful second product. But will it be worthy of being a successor to the One? Or will the company still end up repeating previous mistakes? Only time can tell this One tale.

What do you think of OnePlus’ latest marketing technique? Will the OnePlus 2 build enough hype for its release? And more importantly, will it be able to deliver? Let us know your thoughts in the comments below!

Read on for related coverage:

The post OnePlus Holds Competition For Experiencing OnePlus 2 appeared first on xda-developers.



from xda-developers http://ift.tt/1Hrq7qD
via IFTTT

Voices of XDA: All IT-Guys, Right?

IT workers

Editor’s note: This weeks feature has been written by forum member laufersteppenwolf and takes a look at a popular misconception that everyone at XDA faces on a regular basis; we are in fact not all involved in IT outside of XDA in either career or education. 

 

 

It’s no secret that here at XDA we have many exceptional developers. They are so good in fact that they must be developers, programmers, CS professors and such in real life as well, right? This at least, is what most users not just here on XDA but also outside of the community think. To be honest, before I became a Forum Moderator I did as well. Now after actively working on XDA for quite some time, I have come to know better.

No doubt many, if not most “famous” developers here on XDA are working in the IT business in real life. As already reported here. Our Senior Recognized Developer’s would be a prime example of this:  jcase, for example, works as a mobile security researcher, Rebellos works as a Software Developer and Virus is a master technician at Apple. Whilst discussing this phenomenon with several of the Recognized Developers, I discovered that many were Computer Science students (AChep, GermainZ) or Computer Science lecturers (doixanh).

So, all that I just said proved me wrong, right? All of said developers are actually working or studying something related to software engineering, right? Well I also found developers not working in the IT business. One of the most widely known developers would be codeworkx, who completed an apprenticeship in mechatronics and works on XDA and smartphone hacking as a hobby. The same applies to myself, I am currently doing an apprenticeship as a mechatronics engineer and keep developing as a big hobby. Last but not least, we have our Portal Editor MathewBrack who just graduated in agriculture. You can find many more examples like this in this thread, dedicated to discussing the jobs of our members.

You may ask yourself now “That’s great and all, but wouldn’t it be best to leave the software developing to the guys actually knowing what they are doing?”, but then I have to ask, why? I guess people like codeworkx have more than proven that you don’t have to study computer science in order to be good in software development. In fact, I can see many benefits to knowing more than just the one side to a subject; you as a developer have better insight in to what the user actually needs than if you would just write a piece of software “blindly”. While it may do the exact same thing, tiny details could make the difference in the end-user’s choice and experience.

As an example, during my apprenticeship I am working a lot with mills, lathes and of course drills. This means I have to calculate my cutting data for every tool and material. The logical thought was that there has to be an app out there that could do this job quite easily within a few seconds – but I was wrong. While there were a handful of such calculators out there, they were anything but easy to use. Actually, it was faster calculating the data manually than using the app. If I would have been a “normal” worker I would have had to either use those available apps or do my calculations manually. Luckily, however, my hobby was software developing for mobile, because of which I had the opportunity to create an app specifically designed for simplicity and speed.

There is yet another side effect, and definitely a positive one for your colleagues: When they have an issue with their phone, they always know who to ask to resolve the issues 😉

So now that you know my opinion, what’s yours? Do you prefer having developers who are working in the IT business in real life, developers who do not work in IT or do you not care at all? Leave a comment below!


This article was part of our new series “Voices of XDA”. The new articles you will start to see under “Voices” are entirely thought of and written by you, the members of XDA. If you have an idea for an article you would like to write to be featured on the portal you can find more information here and apply here.

The post Voices of XDA: All IT-Guys, Right? appeared first on xda-developers.



from xda-developers http://ift.tt/1QoCTfk
via IFTTT

Lines Icon Pack

Lines icon pack

New member natewren has developed this awesome minimalistic icon pack that currently has over 3200 icons and over 200 wallpapers. If you’d like an icon that isn’t included or to check out his other icon packs head over to his website. All the icons look great with dark themes, so check them out!

The post Lines Icon Pack appeared first on xda-developers.



from xda-developers http://ift.tt/1cLMbzh
via IFTTT

Official CM12.1 Nightlies Begin For Yu Yuphoria

Micromax-Yu-Yuphoria2

The YU Yuphoria is a device that packs stellar hardware and an unbelievable price. Now there’s more reason to rejoice for power users and CyanogenMod fans alike as the device has started receiving official Nightly builds directly from the CyanogenMod team. Flash away!

The post Official CM12.1 Nightlies Begin For Yu Yuphoria appeared first on xda-developers.



from xda-developers http://ift.tt/1cLMcDo
via IFTTT

Audio-Focused APIs Mark Promising Direction for Android

Android M

Aside from Android, I’ve maintained a healthy interest in writing and producing music over the years, and unfortunately I’ve never quite found a compelling use for my smartphone as part of my audio set-up. Annoyingly for me, Apple have always had a bit of a head start here, or more rather an increased focus on the world of music production, which makes sense considering how ubiquitous Macs are in studios and after Apple’s purchase of the Logic DAW way back in 2002. But with Android M, all this could change.

Google announced a huge number of changes to APIs at I/O, but the ones I’d like to focus on in this article are purely in the audio department. Some, like the added support for playback and encoding of 32bit/96kHz files are relatively minor. These are the kind of files you’d be creating on your home or professional studio set-up, or the kind of hi-res encoded tracks that some audiophiles use. With the existing support of USB DACs, this could encourage a good number of power-users to switch platforms, especially considering how cheap the storage options in some Android smartphones are when compared to the Apple method. In a similar vein, there has been some existing support for other audio-related USB host peripherals (like microphones, speakers, etc) but with proper audio capture support, Android M should make it far easier for developers to create DAW-type Apps for recording on the move. Again, these have existed in the past due to the sheer tenacity of talented App developers, but it has involved writing code to support all of the data conversions and formats that Android didn’t natively. The new multi-channel stream support through USB should not only help with these portable audio workstation implementations, but I also am eagerly awaiting the day that I can hook an Android phone or tablet with all my stored movies on into my AV Receiver and enjoy Dolby or DTS sound through my home cinema set-up. This could be excellent, relieving the stress on my laptop and external hard drives, and making high quality films available wherever I am, at the best quality I can enjoy at the time.

But I believe that one of the best additions this year are the APIs for full MIDI support, and specifically the fact that these process signals in both directions. MIDI has been around since the 80’s, and has been inexorably linked to the composition of countless songs since that time. It’s still extremely popular today, and that’s because the MIDI standard is easy to work with and can be used to control almost anything, from live guitar pedal setups to recording sampled drums. Accepting MIDI signals into your smartphone is one thing, and again, pretty essential for any type of sequencer or DAW solution, but the addition of being able to output standard MIDI is the really important aspect here. Your smartphone or tablet is essentially one big screen, and the ability to interpret multiple touch events and convert them into useful data is incredibly versatile. There are endless applications in the audio-production arena for this kind of MIDI controller; once linked to a synthesizer or similar plugin on your computer, the developer (or user) could map different controls to areas on your device’s screen, allowing it to become an instrument of its own. You can play your smartphone and then write a song with it.

The element that could cripple this functionality is latency. The time it takes for a signal to enter a device, be processed, and return back out is of the utmost importance in the audio production world, and Android hasn’t had a particularly good reputation in this regard thus far. This counts for a lot if you’ve integrated a tablet into your recording workstation, and are attempting to lay down a track where the notes you input reach your computer half a second after you play them. It counts for even more when you’re trying to do it live, in front of a room of people. With the Android M preview on the Nexus the results are a little mixed; some users are reporting a decrease in latency, whilst others aren’t seeing any improvement. However we’re still on the first iteration of this software, we know it’ll be updated regularly before it is released into the wild, and now that the APIs are in place we should start to see some improvements.

This brings me to my main point, and it is good news; Google is clearly aware of this situation. Android M is looking more and more like a huge maintenance release as it gets closer, so that where Lollipop brought forth abundant features and a massive redesign, M brings some glue to patch up the holes and a rag to polish the corners. This is especially important when you’re in a permanent race against a company like Apple, and with Android now widely distributed across the globe and all of the most important boxes ticked, the smaller demographics can start to be catered for. Sure, there exists adapters for plugging your guitar into your Android device just like on iOS, but until now they’ve only been available for a handful of mostly Samsung devices, limiting your options significantly. It’s this kind of barrier that makes Android less attractive to any bedroom-producer, and make Apple’s wide offering of third-party products look far more professional. Once Android M makes its way to the most popular flagships, which of course may take a little while, developers will have a much easier time creating audio applications that work more seamlessly for the user, and most importantly will know that any device running the latest version of the OS should work. Android was always playing catch-up in this specific area, but with the help of some creative developers it will soon be a viable option for those that work with audio, and I think that Google have made an excellent decision in tackling this absence head-on.

So, how will you use the new audio-focused APIs in Android M? Have you been jealous of any Apps that haven’t made their way to Android because of the lack of these features? Let us know in the comments!

The post Audio-Focused APIs Mark Promising Direction for Android appeared first on xda-developers.



from xda-developers http://ift.tt/1cLJiP7
via IFTTT

Titanium Backup for Android M

Titanium-Backup-logo

Along with a number of smaller fixes, Titanium Backup has added preliminary support for Android M in its latest update. Those running the developer preview should now be able to benefit from the popular suite of app management tools it provides.

The post Titanium Backup for Android M appeared first on xda-developers.



from xda-developers http://ift.tt/1cLJg9M
via IFTTT