GTV 3.2 channels API change? - google-tv

An article on GTV 3.2 says "Improvements to the way Google TV identifies channels will make it easier for app developers..."
What channel change is this referring to?

Please see https://plus.google.com/u/1/107226127526541403399/posts/L6QWuDmcpp9
Google TV - Latest release Now on Sony
Important Features
• Honeycomb 3.2 (API Level 13)
http://developer.android.com/sdk/android-3.2.html
• Chrome works faster
• Support for 3D content
• HLS works better
• Extensions to the Channel Listing Content Provdier
• Hardware Acceleration is turned on
Channel Listing Content Provider
- new column to ChannelListingContract, "DATA_SOURCE" example "TMS"
- new contract for exposing lineups for each device, MediaDeviceContract
Formal documentation should be up in a few days.
Hardware Acceleration
and all it’s kin now works.
For more information see http://developer.android.com/guide/topics/graphics/hardware-accel.html
This platform change has caused a few apps to misbehave. Please re-test your apps on this release. (We’ve also updated the M4’s aka if you have one of those).
How do I have two apk’s?
(One that runs on hardware that hasn’t yet updated, and one that runs on the new hardware - if needed)
The new APK should have:
Market will be able to accept multiple apk’s, and deliver the right one to your tv.
See http://developer.android.com/guide/appendix/market-filters.html for more information.

Related

How to exchange data and files between two devices by NFC using Flutter?

I am a flutter developer, I want to make an application to exchange messages and files by using NFC technique
I used nfc_in_flutter plugin for reading and writing NFC tags but I don't know how to send and receive data and files between devices by using NFC in flutter.
Could any one help me, please?
Generally you don't try and send data between 2 devices using NFC, there is a standard for it, but most devices don't support it (it has never been supported on iOS and Android has dropped support for it as it was unreliable)
Use Bluetooth or Wifi Direct instead.
Update:
If you have to use NFC then the nfc_in_flutter plugin is no use, you are going to have to call native code for each platform yourself / write your own plugin.
And for 2 iOS devices, then forget it, just not possible because of what the OS supports.
When one device is an Android there is a complicated method that some people have had some success with but it still has it's issue.
The Android device does Host Card Emulation (HCE) and pretends to be a really Type 4 NFC tag, then other devices can read/write to it as if it were a real Tag which both iOS and Android Support. BUT on older Android devices then the deprecated Android Beam might get in the way and you would need to use enableReaderMode to do the read/write on Android.
You will need to put in a lot of error handle in the read/write App as NFC comms is very slow and very prone to loosing the connection, so it would have to handle loosing the connection and restarting where it last successful read from/written to.
All these problems make this extremely difficult to achieve a workable solution and was the main reason Google removed Android Beam for Android to Android sharing (which does use a NFC peer to peer protocol)

How to fix google play console unsupported devices(OpenGL ES and framework version)

I uploaded my unity android game in Google Play Console but got many unsupported devices. Reasons for devices being unsupported are
Doesn't support required OpenGL ES version: 3.0
Doesn't support framework version: 22 and onwards
In Project Settings> Other Settings I have set Graphics APIs Vulkan, OpenGLES3 and OpenGLE2 in that order and
Minimum API Level: Android 4.4 'KitKat' (API level 19)
Target API Level: Automatic (highest installed)
I tried setting Auto Graphics API and changing the order of the APIs in list but still get the same result
First of all, it is normal that there are a few unsupported cell phone models in the Playstore. There are such a large number of devices that its not possible to modify your app for all of them.
1
So I have also published a game from Unity to the playstore.
I haven't played around with the Graphics API at all. I set it to Automatic (the default values ​​are DirectX 3.0, DirectX 2.0)
and it works fine.
In your case, Vulkan might get used to build and google does not like it.
2
Probably the fix from number 1 will fix this problem, but to really help, we need more informations.

Installing android automotive OS onto regular android tablet device?

are there any ways for installing the android automotive os onto a regular android tablet for debugging purposes? As far as I could see, I can only use the emulator inside Android Studio for debugging.
But I want to debug on a physical device (as good as possible).
Thx.
No. That is not possible and likely will be that way for now. Android Automotive OS is designed to run in a vehicle, there is no incentive or need for tablet makers to create a version of Andriod Automotive OS for their tablet. If you want a physical device, there are automotive reference boards by various CPU manufacturers that support Android Automotive OS but likely it will cost a lot more than a tablet and would require a lot more work to maintain and be less stable compared to a commercial device.
There might be an option of using Pixel 3XL for app development although I have not tried so do not now how well it works. You can find more information in Google website: https://source.android.com/devices/automotive/start/pixel3

Debug Version of Flash Player for Google TV

I was wondering if it is possible to obtain a Debug version of the Flash Player Chrome plugin for Google TV? I would like to remotely debug Flash applications running on a Google TV device, but as I understand it this requires a debug version of the player, and also a mechanism for entering the host name for the remote host where the debugger (e.g. Flash Builder) is running.
I did find an article regarding Chrome on the Adobe web site, but there's no mention of Google TV.
Thanks
It's not available. Google TV is based on Android - Flash support for android has been deprecated. As of this writing Google TV is based on Android 3.2 and continues to support Flash - Flash support is not expected for future versions.
Note that it's not possible for users to update Flash in the current Chrome on Google TV so there is no way to go to a debug version of Flash. Developers have to implement debugging code in your Action script. Given the fact that Flash support will eventually be phased out, it makes more sense to look into other solutions more compatible with future versions of Android/Chrome on Google TV.

Creating a single SmartTV app for multiple platforms?

I want to develop a SmartTV application for the GoogleTV platform and i've been browsing trough the GoogleTV Guidelines (https://developers.google.com/tv/android/).
However, i don't want GoogleTV to be my only platform. I also want the same app to work on devices like Samsung SmartTV and/or LG SmartTV.
But do the guidelines from Google conflict with Samsung guidelines and does the code of my application need a lot of rework to work on other devices?
I'm editing my answer. I just checked the Samsung website and, I'm happy to say, they threw out all the junk.
They use to have a number of different, non-interchangeable, coding languages. And none of them really worked on the TV's of the other manufacturers either. This is most likely the reason why few applications were ever developed for those platforms.
Now they are supporting basic javascript. So, you have the opportunity to build yourself a TV web page and load it up as an application on Samsung and potentially run it from the Google-TV browser. However, I would verify whether your application requires specific HTML5 features (such as offline support) that may not be implemented in the Android-like browser version running on Google-TV. Having said that, you can always build an app that loads locally on Samsung and runs from a remote server on Google-TV?
... for some historical perspective on how we go to where we're at you can continue reading....
The implication of each manufacturer having their own unique OS creating developer fragmentation was probably predictable to them but they were likely working in a panic. After they became aware of the Apple TV when the first patents were make public in 2008 they understood the longer term impact if Apple provided hundred of thousand of applications worth of content and they had nothing to compete. So they got together and decided on a standard they would implement that would provide a non-fragmented solution allowing any app to run on the TV's of any supporting manufacturer. AKA: they got it right.
In 2009 a good number of them announced support for the Yahoo Connected TV standard. However, by 2010 the development framework, app store, etc that was promised had not materialized. This is likely when they all went in their own direction (although you can still buy Yahoo Connected TV sets from Samsung, Sony, LG, Vizio, and Panasonic today).
With the implementation of the Google-TV Market and the ability of developers to transition existing apps to Google-TV apps with only 20% or so of the effort of creating new (thus lowering the cost and supporting the business case for a TV version) that they have a solution that meets their original requirements.
Now, there's certainly going to be a little 'bitten once twice shy' coupled with revenue sharing discussions and perhaps the impact of Google being a hardware manufacturer (Motorola Mobility) but, at the end of the day, the inevitable is inevitable. They either take Google-TV or create their own, very close, must run existing applications, version of Android.
PS: I didn't look at the other manufacturers site.
For my understanding core components like the Player and Remote Control Management are platform specific.
You would need to use a configuration file and implements these components independently for each platform.
Alternatively you can use some cross platform SDK.
Searching on Google for "smart tv app development" I found out:
Joshfire Smart TV SDK
http://www.joshfire.com/products/
Works on Google TV and Samsung
But not on LG
Mautilus Smart TV SDK
http://www.mautilus.com/knowhow/smart-tv-application-development/
As written in their website it covers
LG Netcast 2012
Samsung 2012 / 2013 models.
I hope it can helps.
orangeejs is a new open source project aims to ease the pain of cross platform smart tv app development. The target platforms are latest model of samsung/lg/android/ios.
There is a framework developed by BBC and called TAL. It aims to help you with cross-platform development. All their Smart TV apps were developed using this library so take a look.
First of all if you consider to develop for many TV platforms see the:
https://developers.google.com/tv/web/lib/jquery/
It's jQuery library for Google TV, so you can develop application in HTML/JavaScript just like in Samsung and LG.
Of course there are the differences in key handling, video player, event handling so you will need to develop the framework which cover all this differences.
There are few open source frameworks out there but not mature enough to use it "out of the box".
for example: http://framework.joshfire.com/
You might want to take a look at cloudee-couch which is open-sourced by Boxee. This example/framework is built on top of Spine.js. Base classes take care of key handling, focus, and oauth authentication.
It's not a big deal to make an application for the smart tv platform that supports across the devices. Now the industry is filled with a lot of smart tv app development companies with their unique functionalities and features to offer the customized app as per the business models. FYI I'd suggest you choose the best smart tv app builder from the list. Hope it will be helpful for the video content creators & business owners to stream across the tv.
VPlayed
Zype
Uscreen
Explore the complete list here Ref: https://dev.to/dwarak17/5-smart-tv-app-development-companies-to-develop-tv-apps-in-2021-1584
While both Samsung and LG have proprietary Smart TV systems, they also both support Google TV. If you create an app for Google TV, you'll only have to write it once and it will run on Samsung's Google TV's, LG's Google TV's, Vizio's Google TV's, and Sony's Google TV's.