Create virtual hardware for Android Emulator - Android Software/Hacking General [Developers Only]

Hi there, this is my first post on xda so forgive me if this is put in the wrong forum.
I am new to android and wish to play around with the emulator.
What I want to do is to create my own piece of virtual hardware that can collect OpenGL commands and produce OpenGL graphics.
I have been told that in order to do this I will need to write a linux kernal driver to enable communication with the hardware. Additionally, I will need to write an Android user space library to call the kernal driver.
To start with I plan on making a very simple piece of hardware that only does, say 1 or 2, commands.
Has anyone here done something like this? If so, do you have any tips or possible links to extra information?
Any feedback would be appreciated.
Regards

Has anyone done this?

Bump Bump

Im surprised this is left unanswered.
Yes, you can do this. There are several ways to do so, but I will explain 2 good options for you.
One: Use AndroidSDK. It's configured for android and simple to set up.
Two: Use virtualbox. If you have the android ISO, you can install it as a bootable image in this software. This gives more functionality than AndroidSDK, but it is not as simplistic. There are settings you will need to adjust to get it running. For a working Android ISO with limited functionality, you can download this: http://www.android-x86.org/download

Related

how to reboot from a WM user interface?

Hello the community
I would like to know how to perform a soft reset (reboot) from a WM user interface. Of course there is a lot of external programs and utilities providing such the functionality also, but I guess there should be a mechanism built in WM.
I am sure there should be a DLL responsible for that, so probably there is also a way to execute this DLL?! Something like Windows’ rundll.exe?
My device is HTC p3600/Trinity with WM5, but I think it doesn’t make sense.
Your advice would be much appreciated,
Br, Alexey
dll mean dynamic linked libary
which pretty much mean it's a lib full of functions that
other apps call you cant normaly just call it's functions from
the GUI
yes, I know what DLL actually mean
And that’s why I made a guess about a possible way to run DLL similar to rundll.exe
I would prefer using something like reboot.exe, but if such a program isn’t provided along with standard WM, I don’t mind using workarounds like running DLL, if possible.
Anyway, my question was not about real nature of DLL but the way how to perform a reboot using standard functions of WM.
Check out the SDK documentation, MS might have made a direct api to achieve this through a direct rundll type action, but the easiest way is just to code a tiny app and launch it, eg
http://www.pocketpcdn.com/qa/softreset.html
VJEschaton will reset in a variety of fashions.
V
Thanks
Is there a way to compile such a tiny application without installing any huge C++ IDE? Something like command line compiler downloadable thru a simple ZIP file?
shkaff said:
Thanks
Is there a way to compile such a tiny application without installing any huge C++ IDE? Something like command line compiler downloadable thru a simple ZIP file?
Click to expand...
Click to collapse
The C# compiler is free and can produce WM executables. The only problem is that you must instruct it to use the .NET Compact Framework libraries instead of the normal ones. I readied a guide when the last OS was WM2003. I don't know if it is still working, but actually I have no reason to think it won't. Just choose the right subset of files.
Here is the link:
http://www.jargoncode.it/tips/netcfcompile-eng.htm
If you want a C++ compiler... I don't know.

running application in C on mobile phone with Android

Hello !
SUMMARY: How to run pocketsphinx_continuous on mobile phone with Android, and how to do it with simulator of mobile phone with Android. PocketSphinx can be downloaded for free here, for both Linux and Windows: http://cmusphinx.sourceforge.net/html/download.php .
Click to expand...
Click to collapse
------------------------------------------------------------------------------------------------------------
SHORT EXPLANATION
I'd like to create application for mobile phone and server such that:
1. User runs application on mobile phone with Android, this application uses PocketSphinx. It is Automatic Speech Recognition software for devices like mobile phones, written in C. Somebody told me that "Pocketsphinx is used successfully on Symbian with minimal effort". (However I think Android may be better choice). My knowledge about Android is limited but I know something about CMU Sphinx. Can you help me, please, to run this PocketSphinx on Android? I also need to find simulator of mobile phone with Android. I have already found Wireless Toolkit and I tried to use this emulator, however I think it doesn't allow to run simulation of mobile phones with Android. (By the way I am limited in my project to mobile phone of the price up to about 160 euro; which Android version would be best for my application?).
2. This application communicates with the user. The users speaks digits and some other words (dictionary is about fifteen words, I can create language and acoustic models, as well as formal grammar in CMU Sphinx, with the use of SphinxTrain). The application recognizes those digits.
3. Based on this talk, mobile phone sends information about results of recognition to the server. I can do it in Java for CLDC/MIDP with httpconnection, POST method on the mobile phone side and with Tomcat on server. I think this httpconnection must be possible not only in Java ME, but also in Android C. But this is thing which will bother me later, now I'd like to run pocketsphinx_continuous on Android and try to modify it according to my needs.
Summing up, what I'd like to know is how to run demo pocketsphinx_continuous on mobile phone with Android, and how to do it with simulator of mobile phone with Android. (I've got Wireless Toolkit but I think it is not capable of running Android). PocketSphinx can be downloaded for free here, for both Linux and Windows: http://cmusphinx.sourceforge.net/html/download.php . There are two ways of installing it in Ubuntu. First is to unpack it (it is tar.gz), enter its directory and type "./configure", "make", "sudo make install". The other, different, is written in README file, i.e. run autogen.sh, "./configure", "make clean all", "make test", "make install". The result should be, among many other files, javadoc in doc directory.
------------------------------------------------------------------------------------------------------------
LONG EXPLANATION
What is required to give me some advices is written above. So if you don't want / don't have time to read the whole text, just above explanation is enough. But let me say about other possible approaches which I try to do. Those are worse than what I explained above, but I also tried them.
CMU Sphinx contains SphinxTrain to create acoustic model. It has got some different recognizers (also called decoders), those are PocketSphinx, Sphinx4 and some other. PocketSphinx is written in C and is for devices like mobile phones. Sphinx4 is Java application for PCs because it requires better hardware. There is good tutorial about using SphinxTrain with Sphinx4. It is here: http://www.speech.cs.cmu.edu/sphinx/tutorial.html . There is no similar tutorial for PocketSphinx. However with some knowledge about Android and C it is possible to run it on Android. The other approach than PocketSphinx, is using this Sphinx4. However it requires connection between mobile phone and server, sending audio data from cellular phone to server. It can be done with Skype, but there is still problem on server side with redirecting sound from Skype to Sphinx4. So you see there are two different approaches. One is to run speech recognition on mobile phone with PocketSphinx and Android. The other is speech recognition on server with Sphinx4. There are some ways to follow this second option. One is Skype on both server and mobile phone. (But there is problem with redirecting speech from Skype to Sphinx4). The other is too expensive Digium card. The third one is IVR, but I still look for good open-source IVR software. All of those three ways of second option involve Sphinx4. It was much easier to create application with Sphinx4. It is for PCs, not embedded devices, because it requires better device, extensive floating point math and some other things. But it has much better documentation than PocketSphinx. But I want to use PocketSphinx because I don't need to pay to anybody for access to mobile internet in order to send data through internet for application like Skype. The access to internet is required only for short time to send little text data with httpconnection, POST method. This is why I'd like you to help me, please, with running pocketsphinx_continuous on simulator of PocketSphinx on mobile phone with Android. (By the way, I see I've got installed S60 Developer Tools -> 3rd Edition FP1 SDK -> MIDP -> Emulator).
Summing up in a list, those are in CMU Sphinx:
I. SphinxTrain, which I can use to create files needed for speech recognition
II. decoders which use speech input and some files which I create with SphinxTrain, to follow speech recognition (input speech + files from SphinxTrain = are used by decoder)
II-1. PocketSphinx, written in C, for devices like mobile phones
II-2. Sphinx3, written in C, for PCs, actually the best developed
II-3. Sphinx4, written in Java, for PCs, with the best documentation
II-4. Some other, older versions
Those are possible approaches of solving my task:
I. Speech recognition on mobile phone with PocketSphinx. This is much better way than [II].
Problems: 1. running PocketSphinx on mobile phone with Android. 2. simulating mobile phone with Android on PC. I also thought that maybe I should consider Meamo, what do you think about it? Or use things different than CMU Sphinx, e.g. Simon, HTK, Julius. I looked at those other ASR engines and I think PocketSphinx may be best choice.
II. Speech recognition on server with Sphinx4. There are some different ways of establishing voice connection between mobile phone and server.
II-1. ordinary call from mobile phone to server; server has got Digium card. Disadvantage: Digium card is expensive.
II-2. to use Skype on both mobile phone and server. Problem: redirecting of sound from Skype to Sphinx4 and vice versa.
II-3. can you think about any other ways? I found that Asterisk may be useful.
Greetings !
Summing up, what I'd like to know is how to run demo pocketsphinx_continuous on mobile phone with Android
Click to expand...
Click to collapse
First step would be to setup a toolchain and compile the prog for android
or statically linked with uClibc.
Then push it onto your device and test if it works as expected.
You can also push it onto the android emulator that comes with the sdk.
Just my 2 cents...
Thank you very much!
Can you give me any links to tutorials which can be useful for me?
By the way I know how to create my own application in Sphinx4 and I know how to run demo in PocketSphinx, but I've got some difficulties with creating my own application for PocketSphinx. So if you can have a look at PocketSphinx http://cmusphinx.sourceforge.net/html/download.php and tell me which files I need to have to create new project for PocketSphinx, I would be greatful. I mean that for Sphinx4 the only what I need to do is to enter S:\tutorial\sphinx4-1.0beta3-src\src\apps\edu\cmu\sphinx\demo\helloworld and create my own ...\demo\my_application, and inside it analogically to what is here ...\demo\helloworld. In the case of PocketSphinx, to run the application, I need to enter S:\tutorial\pocketsphinx\doc and run pocketsphinx_continuous. So I check what I've got in this file and I cannot see what files and where I need to have in order to create new project. I uploaded directory doc with pocketsphinx_continuous here: http://www.speedyshare.com/files/19429494/doc.7z
Greetings and thanks once more !
Rough outline: You'll need the Android SDK and NDK, both of which are available from http://developer.android.com/. The NDK will allow you to compile C code. You'll need to wrap the C core in a Java layer to make it accessible to the rest of the Android system. The SDK also includes an emulator, which I believe you've asked for if I understand you right.
I haven't actually attempted this, so that's about all the help I can be, but there is sample code included with the NDK that should get you started.
Thanks for your answer !
I check the google and see that NDK is term of Android, because I knew only SDK abbreviation. I assume NDK is especially for porting (like porting PocketSphinx for Android). So am I right that with this NDK I don't need to change code of PocketSphinx? I think it would be too easy .
There also other question which I've got. It is not strictly connected with Symbian but there wouldn't be any need for porting if I won't solve this problem. I've got my application in Sphinx4. There are also examplary appications for Sphinx4 and PocketSphinx. I can run demos from PocketSphinx (as explained in first post), as well as demos from Sphinx4. I can change source code of demos from Sphinx4 to perform my task. I'd like to do similar thing with PocketSphinx, but even if it should be easy task, I cannot do it. In Sphinx4 it is much simpler because all source files are in one directory. In PocketSphinx it is done in somehow different way. (http://cmusphinx.sourceforge.net/html/download.php). Without ability to move my application from Sphinx4 there is no need for me to port this PocketSphinx to Symbian.
Greetings !
johnyjj2 said:
I assume NDK is especially for porting (like porting PocketSphinx for Android). So am I right that with this NDK I don't need to change code of PocketSphinx? I think it would be too easy .
Click to expand...
Click to collapse
NDK is used to write software for Android devices that are compiled natively to the platform -- for now, this usually means ARM. Java as you probably realize is a bytecode intermediate language that the java virtual machine converts to native calls at runtime. This means that Java is generally platform independent whereas your C code is not.
JNI as used with the NDK is the Java Native Interface (or something to that effect). It allows you to call code that has been compiled for a specific processor from Java. This means that you could put heavily optimized super fast calculations in a native library and call them from your Java app.
It could also mean, that you've more or less written your entire application in some native code, and then you have written a java shim that has enough code to initiate and start your native software. Beware, there be dragons here.
The fact that you CAN do this, doesn't mean you SHOULD. There are a lot of benefits to using the android platform and specifically using the android way of writing applications. Concepts like views, activities, intents, etc., greatly simplify how an Android device interacts with other Android devices and provides a consistent and powerful framework.
For something like SCUMMVM, it is a game (platform) that is very linear in design; you are either actively playing it, or it is on pause. How other applications are running while using SCUMMVM is inconsequential. It sounds like you have very different requirements.
Thanks for answer!
Isn't that link (http://cmusphinx.svn.sourceforge.net/viewvc/cmusphinx?view=rev&revision=9470) simply trying to copy engine library to Symbian, without effect? Only enginge won't help, there is also need to write from zero code which will use this library. So it looks like there is still long way to have it working. Do I understand it properly?
Greetings!

Need Help For Emulators

People, is there any Windows App that can allow us to run Cooked and other ROMs on a Computer, just for testing or for seeing that particular ROM's interface ?
If yes, can you provide its link along with instructions ?
anyone have any idea bout this ?
Erm hello ?
A ROM is more than just an interface, there are also drivers which make up the ROM, which are targetted towards a specific set of hardware. In order for an emulator to be able to run any cooked ROM out there, it would need to be able to emulate the full range of hardware on the market. This is obviously not feasible to do. The emulator provided by Microsoft in the development SDK emulates a specific set of hardware, and the image that comes with it is targetted at that hardware.
There is one thing you could do, dump the emulator image, and rebuild it using the cooked ROMs parts, but keeping the emulators drivers, kernel, etc. However, you won't be able to bring in any device-specific software (like stuff that talks to the GPS, or G-sensor, etc)
At that point you will have gone through quite the effort just to see a ROMs interface But it might be useful for testing.
Also, moved thread to Questions and Answers.

[Q] [Attn: Devs]Gnash Cross Compilation for Android Chrome Lite

I have a few questions for the devs here. Please forgive any assumptions that may be incorrect. I've tried to do as much research as I can online but I think I need a more experienced Android dev to help me solidify my direction. Thank you in advance for your time.
That being said, I have some experience with a device known as the GP2X. It uses ARM architecture and, in the past, I have been able to cross compile for it. Notably the Stella VCS 2600 emulator. I do have some open source experience, but I've never had any formal training in programming. Seeing that Android uses the DVM to sandbox program code, I'm still a little iffy on what I can and can't get away with programatically.
First off, I've read that the Android Chrome Lite browser allows plugins/extensions through the NPAPI. I'm assuming this is the stock web browser. It's not clear to me at the moment what the default browser is or how it works. It appears that Gnash has a C++ NPAPI plugin that may need to be cross compiled and I'm hoping to get away with as little Java coding as possible.
My main questions are:
1. Does the stock browser allow NPAPI plugins?
2. If question 1 is true, does the plugin have to be compiled in ARM architecture? Are there any caveats to this?
3. From what I've been able to gather, Chrome Lite looks in the following location for Plugins:
Code:
/data/data/com.android.browser/app_plugins
Is this correct?
4. If a plugin is dropped in the correct folder, and assuming that the mime types are associated, will the Android browser recognize/utilize it? In which case, I'm sure there would be an API call that would cause it to rescan like Firefox or Opera would.
5. If cross compilation is necessary, is it better to use OpenGL, AGG, or Cairo as far as wide Android compatibility? Again, I don't know what's native or widely available in Android. I guess I'm looking for Best Practices.
I just wanted some feedback from someone knowledgeable before I go through the trouble of setting up a toolchain to handle this. Seeing that the community has been looking for a Flash player, I wanted to see if Gnash had any practical value on Android.
Thank you in advance for your time and again, please pardon my ignorance. I have holes in my knowledge and I want to get a little closer to understanding this particular subject before investing my time in development.
References:
NPAPI
http://en.wikipedia.org/wiki/NPAPI
Android Browser Plugin Path (I had to extrapolate from the batch file)
http://wiki.eclipse.org/Android_Selector_1.1
Gnash NPAPI Documentation
http://www.gnu.org/software/gnash/manual/gnashref.html#plugincppapi

ndk touchscreen events

This is probably somewhat of a linux question rather than an ndk question, but I'll ask anyway. Anybody know how to read the low level touchscreen events? I'm still a noob with the low level linux device coding. I've done some successful hacking of this and that, but sort of need some example code.
Ideally I'm hoping there's an input file that's relatively filtered, so you can read x/y points from it directly (or something like that). So far I've found /dev/eventX to point to the synaptics touchscreen, but I have no idea what would be the next step with that, and I assume that's going to be very raw data coming in.
Any thoughts? On the Java end, the best I could find was dispatchTouchEvent in the Activity class. To get at a lower level of inupt, the next step would really be building a custom OS build (I guess. There's probably something far easier that I'm not aware of).
I also may try to backtrack through the android source to see how the system dispatches its calls. It has to be there, but as of now I can't find it.
Thanks in advance.

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