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May 2011
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This weekend is Maker Faire, and Google is all over it.

Following up on yesterday’s ADK post, we should take this opportunity to note that the Faire has chased a lot of ADK-related activity out of the woodwork. The level of traction is pretty surprising giving that this stuff only decloaked last week.

Convenience Library

First, there’s a new open-source project called Easy Peripheral Controller. This is a bunch of convenience/abstraction code; its goal is to help n00bs make their first robot or hardware project with Android. It takes care of lots of the mysteries of microcontroller wrangling in general and Arduino in particular.

Bits and Pieces from Googlers at the Faire

Most of these are 20%-project output.

Project Tricorder: Using the ADK and Android to build a platform to support making education about data collection and scientific process more interesting.

Disco Droid: Modified a bugdroid with servos and the ADK to show off some Android dance moves.

Music Beta, by Google: Android + ADK + cool box with lights for a Music Beta demo.

Optical Networking: Optical network port connected to the ADK.

Interactive Game: Uses ultrasonic sensors and ADK to control an Android game.

Robot Arm: Phone controlling robot arm for kids to play with.

Bugdroids: Balancing Bugdroids running around streaming music from an Android phone.

The Boards

We gave away an ADK hardware dev kit sample to several hundred people at Google I/O, with the idea of showing manufacturers what kind of thing might be useful. This seems to have worked better than we’d expected; we know of no less than seven makers working on Android Accessory Development Kits. Most of these are still in “Coming Soon” mode, but you’ll probably be able to get your hands on some at the Faire.

  1. RT Technology's board is pretty much identical to the kit we handed out at I/O.

  2. SparkFun has one in the works, coming soon.

  3. Also, SparkFun’s existing IOIO product will be getting ADK-compatible firmware.

  4. Arduino themselves also have an ADK bun in the oven.

  5. Seeedstudio’s Seeeeduino Main Board.

  6. 3D Robotics’ PhoneDrone Board.

  7. Microchip’s Accessory Development Starter Kit.

It looks like some serious accessorized fun is in store!

[This post is by Justin Mattson, an Android Developer Advocate, and Erik Gilling, an engineer on the Android systems team. — Tim Bray]

Android’s USB port has in the past been curiously inaccessible to programmers. Last week at Google I/O we announced the Android Open Accessory APIs for Android. These APIs allow USB accessories to connect to Android devices running Android 3.1 or Android 2.3.4 without special licensing or fees. The new “accessory mode” does not require the Android device to support USB Host mode. This post will concentrate on accessory mode, but we also announced USB Host mode APIs for devices with hardware capable of supporting it.

To understand why having a USB port is not sufficient to support accessories let’s quickly look at how USB works. USB is an asymmetric protocol in that one participant acts as a USB Host and all other participants are USB Devices. In the PC world, a laptop or desktop acts as Host and your printer, mouse, webcam, etc., is the USB Device. The USB Host has two important tasks. The first is to be the bus master and control which device sends data at what times. The second key task is to provide power, since USB is a powered bus.

The problem with supporting accessories on Android in the traditional way is that relatively few devices support Host mode. Android’s answer is to turn the normal USB relationship on its head. In accessory mode the Android phone or tablet acts as the USB Device and the accessory acts as the USB Host. This means that the accessory is the bus master and provides power.

Establishing the Connection

Building an Open Accessory is simple as long as you include a USB host and can provide power to the Android device. The accessory needs to implement a simple handshake to establish a bi-directional connection with an app running on the Android device.

The handshake starts when the accessory detects that a device has been connected to it. The Android device will identify itself with the VID/PID that is appropriate based on the manufacturer and model of the device. The accessory then sends a control transaction to the Android device asking if it supports accessory mode.

Once the accessory confirms the Android device supports accessory mode, it sends a series of strings to the Android device using control transactions. These strings allow the Android device to identify compatible applications as well as provide a URL that Android will use if a suitable app is not found. Next the accessory sends a control transaction to the Android device telling it to enter accessory mode.

The Android device then drops off the bus and reappears with a new VID/PID combination. The new VID/PID corresponds to a device in accessory mode, which is Google’s VID 0x18D1, and PID 0x2D01 or 0x2D00. Once an appropriate application is started on the Android side, the accessory can now communicate with it using the first Bulk IN and Bulk OUT endpoints.

The protocol is easy to implement on your accessory. If you’re using the ADK or other USB Host Shield compatible Arduino you can use the AndroidAccessory library to implement the protocol. The ADK is one easy way to get started with accessory mode, but any accessory that has the required hardware and speaks the protocol described here and laid out in detail in the documentation can function as an Android Open Accessory.

Communicating with the Accessory

After the low-level USB connection is negotiated between the Android device and the accessory, control is handed over to an Android application. Any Android application can register to handle communication with any USB accessory. Here is how that would be declared in your AndroidManifest.xml:

<activity android:name=".UsbAccessoryActivity" android:label="@string/app_name">
<intent-filter>
<action android:name="android.hardware.usb.action.USB_ACCESSORY_ATTACHED" />
</intent-filter>

<meta-data android:name="android.hardware.usb.action.USB_ACCESSORY_ATTACHED"
android:resource="@xml/accessory_filter" />
</activity>

Here's how you define the accessories the Activity supports:

<resources>
<usb-accessory manufacturer="Acme, Inc" model="Whiz Banger" version="7.0" />
</resources>

The Android system signals that an accessory is available by issuing an Intent and then the user is presented with a dialog asking what application should be opened. The accessory-mode protocol allows the accessory to specify a URL to present to the user if no application is found which knows how communicate with it. This URL could point to an application in Android Market designed for use with the accessory.

After the application opens it uses the Android Open Accessory APIs in the SDK to communicate with the accessory. This allows the opening of a single FileInputStream and single FileOutputStream to send and receive arbitrary data. The protocol that the application and accessory use is then up to them to define.

Here’s some basic example code you could use to open streams connected to the accessory:

public class UsbAccessoryActivity extends Activity {
private FileInputStream mInput;
private FileOutputStream mOutput;

private void openAccessory() {
UsbManager manager = UsbManager.getInstance(this);
UsbAccessory accessory = UsbManager.getAccessory(getIntent());

ParcelFileDescriptor fd = manager.openAccessory(accessory);

if (fd != null) {
mInput = new FileInputStream(fd);
mOutput = new FileOutputStream(fd);
} else {
// Oh noes, the accessory didn’t open!
}
}
}

Future Directions

There are a few ideas we have for the future. One issue we would like to address is the “power problem”. It’s a bit odd for something like a pedometer to provide power to your Nexus S while it’s downloading today’s walking data. We’re investigating ways that we could have the USB Host provide just the bus mastering capabilities, but not power. Storing and listening to music on a phone seems like a popular thing to do so naturally we’d like to support audio over USB. Finally, figuring out a way for phones to support common input devices would allow for users to be more productive. All of these features are exciting and we hope will be supported by a future version of Android.

Accessory mode opens up Android to a world of new possibilities filled with lots of new friends to talk to. We can’t wait to see what people come up with. The docs and samples are online; have at it!

[Android/USB graphic by Roman Nurik.]

As we announced at Google I/O, today we are releasing version 3.1 of the Android platform. Android 3.1 is an incremental release that builds on the tablet-optimized UI and features introduced in Android 3.0. It adds several new features for users and developers, including:

  • Open Accessory API. This new API provides a way for Android applications to integrate and interact with a wide range of accessories such as musical equipment, exercise equipment, robotics systems, and many others.
  • USB host API. On devices that support USB host mode, applications can now manage connected USB peripherals such as audio devices. input devices, communications devices, and more.
  • Input from mice, joysticks, and gamepads. Android 3.1 extends the input event system to support a variety of new input sources and motion events such as from mice, trackballs, joysticks, gamepads, and others.
  • Resizable Home screen widgets. Developers can now create Home screen widgets that are resizeable horizontally, vertically, or both.
  • Media Transfer Protocol (MTP) Applications can now receive notifications when external cameras are attached and removed, manage files and storage on those devices, and transfer files and metadata to and from them.
  • Real-time Transport Protocol (RTP) API for audio. Developers can directly manage on-demand or interactive data streaming to enable VOIP, push-to-talk, conferencing, and audio streaming.

For a complete overview of what’s new in the platform, see the Android 3.1 Platform Highlights.

To make the Open Accessory API available to a wide variety of devices, we have backported it to Android 2.3.4 as an optional library. Nexus S is the first device to offer support for this feature. For developers, the 2.3.4 version of the Open Accessory API is available in the updated Google APIs Add-On.

Alongside the new platforms, we are releasing an update to the SDK Tools (r11).

Visit the Android Developers site for more information about Android 3.1, Android 2.3.4, and the updated SDK tools. To get started developing or testing on the new platforms, you can download them into your SDK using the Android SDK Manager.

[This post is by Jim Cotugno and Nick Mihailovski, engineers who work on Google Analytics — Tim Bray]

Today we released a new version of the Google Analytics Android SDK which includes support for tracking e-commerce transactions. This post walks you through setting it up in your mobile application.

Why It’s Important

If you allow users to purchase goods in your application, you’ll want to understand how much revenue your application generates as well as which products are most popular.

With the new e-commerce tracking functionality in the Google Analytics Android SDK, this is easy.

Before You Begin

In this post, we assume you’ve already configured the Google Analytics Android SDK to work in your application. Check out our SDK docs if you haven’t already.

We also assume you have a Google Analytics tracking object instance declared in your code:

GoogleAnalyticsTracker tracker;

Then in the activity’s onCreate method, you have initialized the tracker member variable and called start:

tracker = GoogleAnalyticsTracker.getInstance();
tracker.start("UA-YOUR-ACCOUNT-HERE", 30, this);

Setting Up The Code

The best way to track a transaction is when you’ve received confirmation for a purchase. For example, if you have a callback method that is called when a purchase is confirmed, you would call the tracking code there.

public void onPurchaseConfirmed(List purchases) {
// Use Google Analytics to record the purchase information here...
}

Tracking The Transaction

The Google Analytics Android SDK provides its own Transaction object to store values Google Analytics collects. The next step is to copy the values from the list of PurchaseObjects into a Transaction object.

The SDK’s Transaction object uses the builder pattern, where the constructor takes the required arguments and the optional arguments are set using setters:

Transaction.Builder builder = new Transaction.Builder(
purchase.getOrderId(),
purchase.getTotal())
.setTotalTax(purchase.getTotalTax())
.setShippingCost(purchase.getShippingCost()
.setStoreName(purchase.getStoreName());

You then add the transaction by building it and passing it to a Google Analytics tracking Object:

tracker.addTransaction(builder.build());

Tracking Each Item

The next step is to track each item within the transaction. This is similar to tracking transactions, using the Item class provided by the Google Analytics SDK for Android. Google Analytics uses the OrderID as a common ID to associate a set of items to it’s parent transaction.

Let’s say the PurchaseObject above has a list of one or more LineItem objects. You can then iterate through each LineItem and create and add the item to the tracker.

for (ListItem listItem : purchase.getListItems()) {
Item.Builder itemBuilder = new Item.Builder(
purchase.getOrderId(),
listItem.getItemSKU(),
listItem.getPrice(),
listItem.getCount())
.setItemCategory(listItem.getItemCategory())
.setItemName(listItem.getItemName());

// Now add the item to the tracker. The order ID is the key
// Google Analytics uses to associate this item to the transaction.
tracker.addItem(itemBuilder.build());
}

Sending the Data to Google Analytics

Finally once all the transactions and items have been added to the tracker, you call:

tracker.trackTransactions();

This sends the transactions to the dispatcher, which will transmit the data to Google Analytics.

Viewing The Reports

Once data has been collected, you can then log into the Google Analytics Web Interface and go to the Conversions > Ecommerce > Product Performance report to see how much revenue each product generated.

Here we see that many people bought potions, which generated the most revenue for our application. Also, more people bought the blue sword than the red sword, which could mean we need to stock more blue items in our application. Awesome!

Learning More

You can learn more about the new e-commerce tracking feature in the Google Analytics SDK for Android developer documentation.

What’s even better is that we’ll be demoing all this new functionality this year at Google IO, in the Optimizing Android Apps With Google Analytics session.

MKRdezign

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