Monday, July 20, 2015

Fetching application data

Device must be rooted

  Open cmd
  Type 'adb shell'
  su
  Press 'Allow' on device
  chmod 777 /data
  chmod 777 /data/data
  chmod 777 /data/data/com.application.package
  chmod 777 /data/data/com.application.package/*

Open DDMS view in Eclipse and from there open 'FileExplorer' to get your desired file

After this you should be able to browse the files on the device.

Thursday, June 25, 2015

Wifi debugging on eclipse for Android

Wifi debugging on eclipse for Android
Connect your phone via usb and let it detect.
Execute following commands from platform-tools/adb.
> adb tcpip 5555
this will ping your android phone
> adb connect <ipaddress_of_phone>
this will connect with your phone

On successful completion, remove usb cable and njoy debugging without usb cable.

If you wanna reconnect again your phone for debugging, just execute the second command without connecting it with usb wire.

finally
> adb disconnect

Monday, June 22, 2015

Play youtube using the iFrame API on Android

  •  The IFrame player API lets you embed a YouTube video player on your website and control the player using JavaScript. Unlike the Flash and JavaScript player APIs, which both involve embedding a Flash object on your web page, the IFrame API posts content to an <iframe> tag on your page. This approach provides more flexibility than the previously available APIs since it allows YouTube to serve an HTML5 player rather than a Flash player for mobile devices that do not support Flash.
  • Using the API's JavaScript functions, you can queue videos for playback; play, pause, or stop those videos; adjust the player volume; or retrieve information about the video being played. You can also add event listeners that will execute in response to certain player events, such as a player state change or a video playback quality change.
  • It briefs the different JavaScript functions that you can call to control the video player as well as the player parameters you can use to further customize the player.

Any web page that uses the IFrame API must implement the following JavaScript function:
  • onYouTubeIframeAPIReady – The API will call this function when the page has finished downloading the JavaScript for the player API, which enables you to then use the API on your page. Thus, this function might create the player objects that you want to display when the page loads.
     
Loading a video player 

After the API's JavaScript code loads, the API will call the onYouTubeIframeAPIReady function, at which point you can construct a YT.Player object to insert a video player on your page. The HTML excerpt below shows the onYouTubeIframeAPIReady function from the example above:
var player;
var pVars = {
             controls : 0,
             playsinline : 1,
      autohide : 1,
             showinfo : 0,
      modestbranding : 1,
      height : '100%',
      width : '100%'
            }; 
var vID = 'M7lc1UVf-VE'; 
function onYouTubeIframeAPIReady() 
{  
   player = new YT.Player('player', {
   playerVars : pVars,
   videoId: vID,
   events: { 
     'onReady': onPlayerReady,
     'onStateChange': onPlayerStateChange 
   }  
 });
}

To call the player API methods, first get a reference to the player object you wish to control. You obtain the reference by creating a YT.Player object as discussed above.

Playback controls and player settings

Playing a video

player.playVideo():Void
Plays the currently loaded video. The final player state after this function executes will be playing (1).

Note: A playback only counts toward a video's official view count if it is initiated via a native play button in the player.
player.pauseVideo():Void
Pauses the currently playing video. The final player state after this function executes will be paused (2) unless the player is in the ended (0) state when the function is called, in which case the player state will not change.
player.seekTo(seconds:Number, allowSeekAhead:Boolean):Void
Seeks to a specified time in the video. If the player is paused when the function is called, it will remain paused. If the function is called from another state (playing, video cued, etc.), the player will play the video.
  • The seconds parameter identifies the time to which the player should advance.
    The player will advance to the closest keyframe before that time unless the player has already downloaded the portion of the video to which the user is seeking. In that case, the player will advance to the closest keyframe before or after the specified time as dictated by the seek() method of the Flash player's NetStream object. (See Adobe's documentation for more information.)
  • The allowSeekAhead parameter determines whether the player will make a new request to the server if the seconds parameter specifies a time outside of the currently buffered video data.
Here is a working Android demo https://github.com/zenith22/YoutubeIFrameAPIDemo

For more details please refer  YouTube IFrame Player API

 

Compile OpenH264 for Android

OpenH264
OpenH264 is a codec library which supports H.264 encoding and decoding.
The source code repository is hosted on github at https://github.com/cisco/openh264.
See http://www.openh264.org/ for more details.

Compile OpenH264 for Android (using Windows)
  • In order to compile the openh264 the GNU Make (http://www.gnu.org/software/make/)utilityis required. Hence to provide make tool available on Windows, MSYS needs to be installed.

  • To compile openh264 for Android (using Windows) the following are required –
  1. MSYS (http://www.mingw.org/wiki/MSYS)
  2. Android NDK (https://developer.android.com/tools/sdk/ndk/index.html
  3. The openh264 source from github (https://github.com/cisco/openh264)

  • Post installations, ensure that everything is installed correctly, try building sample projects available with Android NDK.



  • After installing MSYS you should have a cyan "M" link on the Desktop. When you double-click on it, a terminal should be launched.
  1. Navigate to project directory (using UNIX style commands)
  2. Finally to compile use the following command make OS=android NDKROOT=/unix/path/to/ndk TARGET=9 libopenh264.so
  3. NDKROOT=/d/Softwares/android-ndk-r10 (in my case)
  4. All the libraries should be compiled post this command.

  • Once all the libs are compiled, then these can be used to run the sample apps for encoding and decoding.

Thursday, May 28, 2015

Using libyuv prebuilt shared library in Android

In my previous post I explained how to build libyuv shared library  now I would like to explain how to write a JNI wrapper and access the libyuv functions available.

Please go  through the above post before proceeding, as I'll be frequently referring to it.

From the post above, If you have successfully built the libyuv shared library then you should see the .so's generated at the location :-
LRD/libs/armeabi/libyuv_shared.so
LRD/libs/armeabi-v7a/libyuv_shared.so
LRD/libs/mips/libyuv_shared.so
LRD/libs/x86/libyuv_shared.so

We'll be needing the .so's, for the JNI wrapper will be accessing the functions present in it.



Create the following directory structures in your workspace:-


LibYUVDemo/prebuilt/
LibYUVDemo/include/
LibYUVDemo/jni/



Under the LibYUVDemo/prebuilt/ directoy paste the libyuv_shared.so files in the respective order :-

LibYUVDemo/prebuilt/armeabi/libyuv_shared.so
LibYUVDemo/prebuilt/armeabi-v7a/libyuv_shared.so
LibYUVDemo/prebuilt/mips/libyuv_shared.so
LibYUVDemo/prebuilt/x86/libyuv_shared.so

Copy the contents of include folder from libyuv source and paste it under
LibYUVDemo/include/ 

Now the actual JNI wrapper, create LibYUVDemo.cpp under
LibYUVDemo/jni/ and write a jni function as follows :-

#include <jni.h>
#include <string.h>
#include <stdlib.h>
#include "libyuv.h"
#include <android/log.h>

#define LOG_TAG "YUVDemo"
#define LOGI(...) __android_log_print(ANDROID_LOG_DEBUG, LOG_TAG, __VA_ARGS__)
#define printf(...) LOGI(__VA_ARGS__)

using namespace libyuv;

extern "C" {
JNIEXPORT void Java_com_demo_libyuvdemo_MainActivity_callLibYUV(JNIEnv* env, jobject thiz) {

libyuv::RotationMode mode = libyuv::kRotate180;

/*libyuv::ConvertToI420(const unsigned char *, unsigned int, unsigned char *, int, unsigned char *, int, unsigned char *, int, int, int, int, int, int, int, enum libyuv::RotationMode, unsigned int);
 */
    printf("rotation mode selected = %d",mode);
}

Create an Android.mk file under LibYUVDemo/jni/
LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)
LOCAL_MODULE    := yuv_shared
LOCAL_SRC_FILES := ../prebuilt/$(TARGET_ARCH_ABI)/libyuv_shared.so
ifneq (,$(wildcard $(LOCAL_PATH)/$(LOCAL_SRC_FILES)))
include $(PREBUILT_SHARED_LIBRARY)
endif


include $(CLEAR_VARS)

LOCAL_MODULE    := YUVDemo
LOCAL_SRC_FILES := LibYUVDemo.cpp
#LOCAL_SRC_FILES := LibYUVDemo.c


#
# Header Includes
#
LOCAL_C_INCLUDES := \
            $(LOCAL_PATH)/../include
#
# Compile Flags and Link Libraries
#
LOCAL_CFLAGS := -DANDROID_NDK

LOCAL_LDLIBS := -llog
LOCAL_SHARED_LIBRARIES := yuv_shared

include $(BUILD_SHARED_LIBRARY)
Finally create an Application.mk file under LibYUVDemo/jni/

APP_ABI := all
APP_PLATFORM := android-9
APP_STL := stlport_shared

Now navigate to LibYUVDemo/jni/ from command prompt and trigger ndk-build, the JNI should get compiled and you must have the new .so geneated at LibYUVDemo/libs/ for the all the architectures.


A complete working app is available at github.

Thursday, May 21, 2015

Building libyuv shared library for Android

         Recently for my project I wanted to rotate NV21 raw data obtained from device camera when the device is held in portrait mode. Sadly android does not provide any API that alters the raw data it provides through the onPreviewFrame callback, so was looking for a way to rotate the NV21 by 90 degrees and libyuv came to the rescue.

Prerequisites:-
  1. NDK setup must be done, and you must be able to compile sample ndk-apps provided in the android-ndk.
  2. Download the libyuv codebase, do an SVN checkout from here.
The directory that gets created once you do SVN checkout is the libyuv root directory, am going to refer it as LRD (LIBYUV_ROOT_DIR).
LRD contains an Android.mk file which we are going to use to build our shared library (of-course some modifications would be needed).

Once the above prerequisites have been met, then proceed with the following steps to build the shared library:-
  • Create a jni folder in LRD.
  • Copy the Android.mk file to it.
  • Create an Application.mk file and add the following lines to it. 
APP_PLATFORM := android-9
APP_ABI := all
  •  Modify the Android.mk file as below to point to the source code correctly
# This is the Android makefile for libyuv for both platform and NDK.
LOCAL_PATH:= $(call my-dir)

include $(CLEAR_VARS)

LOCAL_CPP_EXTENSION := .cc

LOCAL_SRC_FILES := \
    $(LOCAL_PATH)/../source/compare.cc           \
    $(LOCAL_PATH)/../source/compare_common.cc    \
    $(LOCAL_PATH)/../source/compare_neon64.cc    \
    $(LOCAL_PATH)/../source/compare_posix.cc     \
    $(LOCAL_PATH)/../source/convert.cc           \
    $(LOCAL_PATH)/../source/convert_argb.cc      \
    $(LOCAL_PATH)/../source/convert_from.cc      \
    $(LOCAL_PATH)/../source/convert_from_argb.cc \
    $(LOCAL_PATH)/../source/convert_to_argb.cc   \
    $(LOCAL_PATH)/../source/convert_to_i420.cc   \
    $(LOCAL_PATH)/../source/cpu_id.cc            \
    $(LOCAL_PATH)/../source/planar_functions.cc  \
    $(LOCAL_PATH)/../source/rotate.cc            \
    $(LOCAL_PATH)/../source/rotate_argb.cc       \
    $(LOCAL_PATH)/../source/rotate_mips.cc       \
    $(LOCAL_PATH)/../source/rotate_neon64.cc     \
    $(LOCAL_PATH)/../source/row_any.cc           \
    $(LOCAL_PATH)/../source/row_common.cc        \
    $(LOCAL_PATH)/../source/row_mips.cc          \
    $(LOCAL_PATH)/../source/row_neon64.cc        \
    $(LOCAL_PATH)/../source/row_posix.cc            \
    $(LOCAL_PATH)/../source/scale.cc             \
    $(LOCAL_PATH)/../source/scale_any.cc         \
    $(LOCAL_PATH)/../source/scale_argb.cc        \
    $(LOCAL_PATH)/../source/scale_common.cc      \
    $(LOCAL_PATH)/../source/scale_mips.cc        \
    $(LOCAL_PATH)/../source/scale_neon64.cc      \
    $(LOCAL_PATH)/../source/scale_posix.cc       \
    $(LOCAL_PATH)/../source/video_common.cc

# TODO(fbarchard): Enable mjpeg encoder.
#   source/mjpeg_decoder.cc
#   source/convert_jpeg.cc
#   source/mjpeg_validate.cc

ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
    LOCAL_CFLAGS += -DLIBYUV_NEON
    LOCAL_SRC_FILES += \
        $(LOCAL_PATH)/../source/compare_neon.cc.neon    \
        $(LOCAL_PATH)/../source/rotate_neon.cc.neon     \
        $(LOCAL_PATH)/../source/row_neon.cc.neon        \
        $(LOCAL_PATH)/../source/scale_neon.cc.neon
endif

LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/../include
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../include

LOCAL_MODULE := libyuv_static
LOCAL_MODULE_TAGS := optional

include $(BUILD_STATIC_LIBRARY)
  • Open command prompt (on Windows) or Terminal in Linux or MAC, navigate to LRD/jni and type ndk-build
  • This should trigger the build process and if all goes well the libyuv_static.a (a static library) will get created inside LRD/obj/local/armeabi/
  • But we cannot use a static library with android  so we need to generate a shared library (.so),  for that simply modify the following tags as below (Android.mk file)
LOCAL_MODULE := libyuv_shared
include $(BUILD_SHARED_LIBRARY)
  • Again trigger ndk-build to generate the .so at LRD/libs/
Now the shared library obtained above has all the functions exposed like ConvertToI420,I420Rotate etc......


To check the functions available use the following command on Linux or MSYS(for windows)
 nm -C -D libyuv_shared.so

In my next post I'll try to show how to write a JNI wrapper to use the libyuv shared library.


Thursday, May 7, 2015

Building WebRTC libraries for Android

   After banging my head almost 2 weeks trying to build WebRTC libraries on Windows and MAC machine, as of today I have successfully compiled WebRTC binaries for Android using this awesome tutorial from here http://www.khirman.com/building-webrtc-libraries-android/

   Anyone reading this post, I would like to suggest don't waste time trying to build on Windows or MAC, it doesn't help, only surges your frustration.

   Linux is the only way out to compile WebRTC, I used Ubuntu 14.04.2 LTS setup in VirtualBox on a MAC.
  
   The following is the list of commands (taken from above site) that I used to compile the libraries.


# assuming we are starting from "virgin" Ubuntu installation
sudo apt-get install git
sudo apt-get install g++
sudo apt-get install subversion
sudo apt-get install git-svn
sudo apt-get install openjdk-7-jdk
sudo apt-get install ant
sudo apt-get install lib32stdc++6 lib32z1
#
# get google build tools
#
git clone https://chromium.googlesource.com/chromium/tools/depot_tools.git
export PATH=`pwd`/depot_tools:"$PATH"
#
# we'll need Java
#
export JAVA_HOME=/usr/lib/jvm/java-7-openjdk-amd64/
#
# now we are setting our target for compilation
#
export GYP_DEFINES="OS=android"
#
# New home for WebCRT
#
mkdir WebCRT
cd WebCRT
#
# Time to pull sources ( including all dependencies derived from chromium project)
# will take quite a time
#
fetch webrtc_android
#
# Now time to build
#
cd src
#
# setup Android cross compiler build environment
#
. build/android/envsetup.sh
export GYP_DEFINES="build_with_chromium=0  $GYP_DEFINES"
export GYP_DEFINES="build_with_libjingle=1 $GYP_DEFINES"
export GYP_DEFINES="libjingle_java=1 $GYP_DEFINES"
# send WEBRTC_LOGGING to Android's logcat
export GYP_DEFINES="enable_tracing=1 $GYP_DEFINES"
#
# Generate .ninja files
#
gclient runhooks
#
# and now is an actual build....
#

#
# Build AppRTCDemo application – demonstrates interoperability of native Android
# client and Chrome JavaScript client.
# source code / project root : src/talk/examples/android/
# resulting APK : src/out/Debug/AppRTCDemo-debug.apk
#
ninja -C out/Debug AppRTCDemo
#
# Build WebRTCDemo application – exchange video+audio between two
# android clients.
# source code / project root : src/webrtc/examples/android/media_demo/
# resulting APK : src/out/Debug/WebRTCDemo-debug.apk
#
ninja -C out/Debug WebRTCDemo

One small addition, post the gclient  runhooks command in list above use this command to generate all the libraries and apks

ninja -C out/Debug

I am re-posting all the commands here just for my future reference, but might help someone else trying to build the libs.