martes, 24 de septiembre de 2013

Android Renderscript for all devices

RenderScript

RenderScript is a framework for running computationally intensive tasks at high performance on Android.

One of the requests most commonly from developers is to enable more devices to run the latest features of RenderScript. Over the past several releases of Android, we’ve added a ton of functionality to the RenderScript runtime, but the runtime's dependence on the core Android platform version has limited the range of devices that can support that new functionality. We’ve been working on a solution to this since last year, and we’re now ready to share it with all Android developers.

Today we're announcing a new RenderScript Support Library and updated SDK tools that together let you take advantage of RenderScript on plaform versions all the way back to Android 2.2 (Froyo).


  1. In your classes that use RenderScript, import the RenderScript Support Library from android.support.v8.renderscript. If you are already using native RenderScript, you can change your import from android.renderscript to android.support.v8.renderscript.
    import android.support.v8.renderscript.*;
    
    
  2. In your project.properties, make sure you’re targeting android-18 and add the following lines:
    renderscript.target=18
    renderscript.support.mode=true
    sdk.buildtools=18.1.0
That’s it!

API and Implementation details

If you'd like to use RenderScript Support Library in your app, there are few things you should know:

  • First, the RenderScript Support Library supports almost all of the RenderScript API functions as the native API that's available in API level and higher. The one notable exception is that Allocation.USAGE_IO_INPUT and Allocation.USAGE_IO_OUTPUT are not currently available in the RenderScript Support Library.
  • Second, devices running Android 4.2 and earlier will always run their RenderScript applications on the CPU, while devices running Android 4.3 or later will run their RenderScript applications on whatever processors are available on that particular device. Because the Support Library versions of the scripts have to be precompiled to support all possible platforms, there is a performance hit when running the precompiled scripts compared to runtime compilation on Android 4.3 due to more restrictions on compiler optimizations.
Source: http://android-developers.blogspot.com.ar/2013/09/renderscript-in-android-support-library.html


Feedly (RSS Reader) con API propia

Feedly acaba de anunciar el lanzamiento de su API pública, que podrá ser utilizada por cualquier desarrollador de forma gratuita. La API de la empresa llevaba varios meses funcionando pero hasta el momento sólo podían acceder a ella una serie de apps privilegiadas como Nextgen Reader, Reeder o Press.
En el comunicado oficial Feedly dice que a través de la API los desarrolladores de apps y usuarios podrán sincronizar tanto los propios feeds como otras características más personales como pueden ser las categorías, los tags, etc. Toda la documentación relacionada con la API la podéis encontrar en este enlace.
Desde el cierre de Google Reader a principios de julio Feedly se ha convertido en el líder del sector de los lectores de RSS. A finales de mayo, mucho antes del cierre de Reader, Feedly tenía ya más de 12 millones de usuarios registrados; es muy probable que desde entonces ese número haya crecido exponencialmente y que el número de usuarios activos sea también importante. Una de las últimas novedades presentadas por la empresa fueron sus planes de pago que, a cambio de 45 dólares anuales o 5 mensuales, dan acceso a una serie de características adicionales.
Más información | Feedly

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La noticia Después de meses de prueba Feedly lanza su API pública fue publicada originalmente en Genbeta por Jaime Novoa.

Windows 8 Fail for Email

I just bought a new laptop and it has Windows 8 as default OS. I tried to add some email accounts and all failed (very common thing for most users)

Try with your Google account: Failed because Google doesn't want to allow that so no matter how hard you tried, you won't be able (at least now they won't allow)

Then I tried to add my Godaddy login.secureserver.net account. Failed because Windows 8 does not accept POP accounts. You must have an IMAP available account but for doing that you need to go to your GoDaddy account and make some arrangements (and payments) before. Too much work if I know I have hundred of apps out there ready to make a fine work adding email accounts.

That's why you Ballmer are getting fired from Microsoft... Learn from experience, man...

miércoles, 18 de septiembre de 2013

Chromecast Hacking

Chromecast testing has revealed that it is a DIAL device and sniffing shows several interesting commands that can be sent to it.
The chromecast dongle is apparently listening on http port 8008. (Also port 9080 while Netflix app is running)
Some control can be established by sending simple HTTP GET’s, POST’s and DELETE’s.
** For these examples the youtube app is running, also available are Netflix, ChromeCast, and GoogleMusic.
get device information xml:
curl http://10.0.1.2:8008/ssdp/device-desc.xml
get detailed device information json:
curl http://10.0.1.2:8008/setup/eureka_info?options=detail
scan for available wifi:
curl http://10.0.1.2:8008/setup/scan_results
get supported time zones:
curl http://10.0.1.2:8008/setup/supported_timezones
get info about current app:
curl -H “Content-Type: application/json” http://10.0.1.2:8008/apps/YouTube -X GET
send youtube video to chromecast:
curl -H “Content-Type: application/json” http://10.0.1.2:8008/apps/YouTube -X POST -d ‘v=oHg5SJYRHA0′
kill current running app:
curl -H “Content-Type: application/json” http://10.0.1.2:8008/apps/YouTube -X DELETE
reboot the chromecast dongle:
curl -H “Content-Type: application/json” http://10.0.1.2:8008/setup/reboot -d ‘{“params”:”now”}’ -X POST
factory default reset the chromecast dongle:
curl -H “Content-Type: application/json” http://10.0.1.2:8008/setup/reboot -d ‘{“params”:”fdr”}’ -X POST
Hopefully more to come… Focusing on the websocket connections now
I would like to be able to send commands (power, volume, source) to the tv through the hdmi-cec connection of the chromecast.
Chromecast Hacking Has Begun | fiquett.com

martes, 17 de septiembre de 2013

WebRTC: Stream from your browser, no plugins needed

I know that the Web has a lot to offer and much, much more to come.

Native languages will be deprecated and HTML along with Javascript will persist.

Google is doing a good work with Dart Lang, they know what the future will look like. they have Native Code just for today's needs but that's it. I think they will move all to Dart when it's ready.

And here with Web RTC support in the new Firefox 24 we have another clue of that.

With Web RTC you will be able to show your camera and activate your microfone directly from your browser.

If you're a developer, start checking this link and do some apps ready for the future, just like I'll start today

:-)

Yahoo and their connection to the TV World

The Yahoo! Connected TV Platform® allows developers to write TV Apps using JavaScript and XML. These applications run on connected TV devices and take advantage of Internet services to deliver dynamic content to a video or television-viewing audience. If you'd like to stake your claim on the leading edge of a new technology, you can get started today developing TV Apps.

How Do I Get Started?




Yahoo! Connected TV Store

Sell your TV Apps directly to consumers using the Yahoo! Connected TV Store available in over 135 countries. Developers may charge a one-time fee of 99¢ to $99. All transactions are facilitated by Yahoo!.
More Info...

Media Support

Create apps that take advantage of big-screen HD TVs to view video, photo slideshows, or listen to music. Create a single app to serve media across Sony, Samsung, VIZIO, Toshiba, and Hisense TVs.
Check out the Yahoo! Connected TV Media Player API documentation.

Device Communication

Turn your phone or tablet into a remote control for your TV App interface. Connect your mobile device to your TV through your home network. Effortlessly type text on the TV using your mobile device keyboard. Send web pages from the TV to your mobile device’s web browser. Implement device communication and create compelling second screen experiences using this flexible protocol.
More Info...

Supported Devices


Business Opportunities

TV Apps provide the ability to monetize these services with the same powerful business models found on the web. The same personalization, authentication and tracking mechanisms available for tracking media usage on the web can be used on TV.

More Info...

http://developer.yahoo.com/connectedtv/


Monetize Your Unity Games with BlackBerry In-App Payment Plugin

Monetize Your Unity Games with BlackBerry In-App Payment Plugin

Monetizing your Unity 3D games on BlackBerry 10 just got super easy! The gaming folks at BlackBerry have been busy – and we are pleased to announce the release of a free BlackBerry In-App Payment pluginvia the Unity Asset Store that provides access to the BlackBerry Payment Services.
Here is a quick run-down on what you need before you can add IAP features to your game:
1. Download the Plugin
Assuming you are up and running with Unity BlackBerry development, you should be now able to download and import the BlackBerry IAP plugin from the Unity Asset Store (Window->Asset Store).
BlackBerry IAP_1
The BlackBerry IAP plugin interface, documentation and sample script (BlackBerryIAPTest.cs) can be found under the “BlackBerry” folder in the project tree window. The plugin is a wrapper around the native BlackBerry Payment APIs and it is highly recommended to understand the fundamentals of the BlackBerry Payment Service.
2. Add the virtual goods
Before adding virtual goods, a signed version of your game must be uploaded to the BlackBerry World portal. The game can be uploaded by clicking the “Manage Products -> Add Product” buttonOnce the game is uploaded and listed under your products, you should be able to start adding virtual goods by clicking the “+” button under the “goods” column, as shown below. 
BlackBerry IAP_2
BlackBerry IAP_3
The virtual goods can be distributed under the following license types:
  1. Non-consumable: This license type is for a virtual good that can only be purchased once by a user. The Payment Service server automatically blocks subsequent purchases by the user.
  2. Consumable: This license type is for a virtual good that may be purchased by a user more than once. The Payment Service server does not set any controls on the number of times that a user can purchase these goods.
  3. 7/30-day Subscription: This license type allows you to set an initial purchase price (or free), as well as a renewal price. Once the user has purchased this product, they will automatically be charged the renewal price every 7 or 30 days until the subscription is canceled.
And under the following license models:
  1. Static: A user does not require a license key to run the product.
  2. Single: You must provide a single license key that all users can use to run the product.
  3. Pool: You must provide a pool of unique license keys that RIM can use to distribute to each user. The pool must contain at least 100 license keys.
  4. Dynamic: You must provide an address for a web site that generates license keys. This licensing model is deprecated and support for new applications using this mode will be removed in a future release.
For more information on submitting your game to BlackBerry World, managing virtual goods and choosing the right licensing options, refer to the BlackBerry World getting started documentation.
3. Test In-App Purchasing
Once your virtual goods are uploaded and your code written, you should be able test your IAP transactions using two testing modes:
  1. Local Testing: Great for prototyping and development. The cool part is that we don’t require a BlackBerry World account setup or even a network connection. CallingBlackBerryIAP.SetConnectionMode(true) enables local testing.
  2. Sandbox Testing: Once implementation is validated with local testing, you should be able to test your IAP transactions in sandbox mode. This mode, however, requires a network connection. No credit card charges will go through during sandbox testing.
For more information on BlackBerry IAP testing, refer to BlackBerry Payment Service Documentation.