15 Apr 2026

feedTalkAndroid

Ready for a nostalgia hit? The ultimate teen drama from the 2000s lands on Netflix and I can’t help but dive right back in

Let's be honest-sometimes you just need to dive back into a 2000s classic, and One Tree Hill is…

15 Apr 2026 6:30am GMT

War Machine explodes on Netflix: 39 million views in 3 days—should you watch the sci-fi action hit everyone’s talking about?

If you're in the mood for sci-fi action, Netflix delivered in March with a pulse-pounding new release. Based…

15 Apr 2026 6:00am GMT

Boba Story Lid Recipes – 2026

Look no further for all the latest Boba Story Lid Recipes. They are all right here!

15 Apr 2026 4:01am GMT

14 Apr 2026

feedAndroid Developers Blog

Get ready for Google I/O: Livestream schedule revealed

Posted by The Google I/O team

Google I/O Banner

The Google I/O schedule is here! Tune in May 19-20 as we unveil Google's biggest updates across AI, Android, Chrome, and Cloud. Discover new tools and features designed to unlock the future of development with agentic coding.

We're kicking things off with the Google keynote at 10:00 am PT on May 19, followed by the Developer keynote at 1:30 pm PT. Block your calendars for two days of live sessions, straight from Mountain View, full of announcements, live demos, and new professional development sessions.

Here's a sneak peak at what we'll cover:

  • The agentic era of development: Discover how the next evolution of our developer tools is transforming the way you write software. Learn how to seamlessly transition from rapid ideation to orchestrating powerful, autonomous workflows, allowing AI to handle the heavy lifting while you focus on the big picture.
  • Enabling Android development anywhere: Learn how we are making AI even more helpful for your app workflows. From initial prototyping to final native polish, explore the latest ways we're making it easier and faster to build high quality Android experiences.
  • Building powerful, agentic web applications: The web is accelerating faster than ever, and we are equipping you for what's next. Discover new tools to build agent-ready web applications, automate complex debugging workflows, and ship highly interactive UI directly in the browser.

Join us online May 19-20, followed by a fresh drop of on-demand sessions and codelabs on May 21. Register today to explore the full program and catch all the latest developer updates, featuring sessions like:

14 Apr 2026 12:30pm GMT

13 Apr 2026

feedAndroid Developers Blog

Test Multi-Device Interactions with the Android Emulator

Posted by Steven Jenkins, Product Manager, Android Studio










Testing multi-device interactions is now easier than ever with the Android Emulator. Whether you are building a multiplayer game, extending your mobile application across form factors, or launching virtual devices that require a device connection, the Android Emulator now natively supports these developer experiences.

Previously, interconnecting multiple Android Virtual Devices (AVDs) caused significant friction. It required manually managing complex port forwarding rules just to get two emulators to connect.

Now you can take advantage of a new networking stack for the Android Emulator which brings zero-configuration peer-to-peer connectivity across all your AVDs.

Interconnecting emulator instances

The new networking stack for the Android Emulator transforms how emulators communicate. Previously, each virtual device operated on its own local area network (LAN), effectively isolating it from other AVDs. The new Wi-Fi network stack changes this by creating a shared virtual network backplane that bridges all running instances on the same host machine.

Key Benefits:

  • Zero-configuration: No more manual port forwarding or scripting adb commands. AVDs on the same host appear on the same virtual network.
  • Peer-to-peer connectivity: Critical protocols like Wi-Fi Direct and Network Service Discovery (NSD) work out of the box between emulators.
  • Improved stability: Resolves long-standing stability issues, such as data loss and connection drops found in the legacy stack.
  • Cross-platform consistency: Works the same across Windows, macOS and Linux.

Use Cases

The enhanced emulator networking supports a wide range of multi-device development scenarios:

  • Multi-device apps: Test file sharing, local multiplayer gaming, or control flows between a phone and another Android device.
  • Continuous Integration: Create robust, automated multi-device test pipelines without flaky network scripts.
  • Android XR & AI glasses: Easily test companion app pairing and data streaming between a phone and glasses within Android Studio.
  • Automotive & Wear OS: Validate connectivity flows between a mobile device and a vehicle head unit or smartwatch.



The new emulator networking stack allows multiple AVDs to share a virtual network,
enabling direct peer-to-peer communication with zero configuration.

Get Started

The new networking capability is enabled by default in the latest Android Emulator release (36.5), which is available via the Android Studio SDK Manager. Just update your emulator and launch multiple devices!

If you need to disable this feature or want to learn more, please refer to our documentation.

As always, we appreciate any feedback. If you find a bug or issue, please file an issue. Also you can be part of our vibrant Android developer community on LinkedIn, Medium, Youtube, or X.


13 Apr 2026 1:00pm GMT

02 Apr 2026

feedAndroid Developers Blog

Increase Guidance and Control over Agent Mode with Android Studio Panda 3

Posted by Matt Dyor, Senior Product Manager


Android Studio Panda 3 is now stable and ready for you to use in production. This release gives you even more control and customization over your AI-powered workflows, making it easier than ever to build high-quality Android apps.

Whether you're bringing new capabilities to an existing app or standing up a brand new app, these updates elevate your development experience by allowing your AI Agent in Android Studio to learn your specific practices and giving you granular control over its permissions.

Lastly, in addition to AI skills and Agent Mode enchantments, Android Studio Panda 3 also includes updated support for build Android apps for cars.

Here's a deep dive into what's new:

Agent skills

Create a more helpful AI agent by using agent skills in Android Studio. Agent skills are specialized instructions that teach the agent new capabilities and best practices for a specific workflow, which the agent can then leverage as needed. This significantly reduces the level of detail required for your day-to-day prompts. Agent skills work with Gemini in Android Studio or with other remote 3rd party LLMs you integrate into the agent framework in Android Studio.

You and members of your team can create skills that tell the agent exactly how you want to handle specific tasks in your codebase. For example, you could create a custom "code review" skill tailored to your organization's coding standards, or custom skill to provide the agent with more information on using an in-house library.

Once you have created a skill, the agent will be able to use it automatically, or you can manually trigger it by typing @ followed by the skill name. Check out the documentation to learn more about how to create skills for your codebase, or better yet-ask your agent to help you build a new skill and it will guide you through the details!

Manually Trigger Agent Skill in Android Studio

Getting Started

To build a skill for your project, do the following:

  • Create a .skills directory inside your project's root folder.
  • Place a SKILL.md file inside this new directory.
  • Add a name and description to the file to define your custom workflow, and your skill is ready.
  • Optionally include scripts, assets, and references to provide even more guidance to your agent.
Agent skills in Android Studio

Manage permissions for Agent Mode

You control your codebase, and you can now be more deliberate with which data and capabilities you choose to share with AI agents. The new granular agent permissions in Android Studio let you decide exactly what agents can do for you.

When Agent Mode needs to read files, run shell commands, or access the web, it explicitly asks for your permission. We know that 'approval fatigue' is a real risk in AI workflows-when a tool asks for permission too often, it's easy to start clicking 'Allow' without fully reviewing the action. By offering granular 'Always Allow' rules for trusted operations and an optional sandbox for experimental ones, Android Studio helps you stay focused on the high-stakes decisions that actually require your manual sign-off.

Agent Permissions

Agent permissions are intuitive to set up and use. For example, granting high-level permissions automatically authorizes related sub-tools, while commands you have previously approved will run automatically without interrupting your flow. Rest assured, accessing sensitive files like SSH keys will always require your explicit sign-off.

For even more security, you can also use an optional sandbox to enforce strict, isolated control over the agent.



Agent Shell Sandbox

Empty Car App Library App template

We're making it easier to build Android apps for cars. Building apps for the car used to mean wrestling with complex configurations just to get the project to build successfully.

Now, you can accelerate your development with the new "Empty Car App Library App" template in Android Studio. This template takes care of the required boilerplate code for a driving-optimized app on both Android Auto and Android Automotive OS, saving you significant time and effort. Instead of getting bogged down in setup, you can focus on creating the best experience for your users on the road.

Getting Started

To use the new template:

  • Select New Project on the Welcome to Android Studio screen (or File > New > New Project from within a project).
  • Search for or select the Empty Car App Library App template.
  • Name your app and click Finish to generate your driving-optimized app.



Empty Car App Library App template

Android Studio Panda releases

Panda 3 builds off last month's AI-focused Panda 2 release. Check out Go from prompt to working prototype with Android Studio Panda 2 post to learn more about new Android Studio features, including the AI-powered New Project Flow that takes you from prompt to prototype and the Version Upgrade Assistant that takes the toil out of updating your dependencies.

Get started

Dive in and accelerate your development. Download Android Studio Panda 3 and start exploring these powerful new agentic features today.

As always, your feedback is crucial to us. Check known issues, report bugs, and be part of our vibrant community on LinkedIn, Medium, YouTube, or X. Happy coding!

02 Apr 2026 2:00pm GMT

26 Jan 2026

feedPlanet Maemo

Igalia Multimedia contributions in 2025

Now that 2025 is over, it's time to look back and feel proud of the path we've walked. Last year has been really exciting in terms of contributions to GStreamer and WebKit for the Igalia Multimedia team.

With more than 459 contributions along the year, we've been one of the top contributors to the GStreamer project, in areas like Vulkan Video, GstValidate, VA, GStreamer Editing Services, WebRTC or H.266 support.

Pie chart of Igalia's contributions to different areas of the GStreamer project: other (30%) vulkan (24%) validate (7%) va (6%) ges (4%) webrtc (3%) h266parse (3%) python (3%) dots-viewer (3%) tests (2%) docs (2%) devtools (2%) webrtcbin (1%) tracers (1%) qtdemux (1%) gst (1%) ci (1%) y4menc (1%) videorate (1%) gl (1%) alsa (1%)
Igalia's contributions to the GStreamer project

In Vulkan Video we've worked on the VP9 video decoder, and cooperated with other contributors to push the AV1 decoder as well. There's now an H.264 base class for video encoding that is designed to support general hardware-accelerated processing.

GStreaming Editing Services, the framework to build video editing applications, has gained time remapping support, which now allows to include fast/slow motion effects in the videos. Video transformations (scaling, cropping, rounded corners, etc) are now hardware-accelerated thanks to the addition of new Skia-based GStreamer elements and integration with OpenGL. Buffer pool tuning and pipeline improvements have helped to optimize memory usage and performance, enabling the edition of 4K video at 60 frames per second. Much of this work to improve and ensure quality in GStreamer Editing Services has also brought improvements in the GstValidate testing framework, which will be useful for other parts of GStreamer.

Regarding H.266 (VVC), full playback support (with decoders such as vvdec and avdec_h266, demuxers and muxers for Matroska, MP4 and TS, and parsers for the vvc1 and vvi1 formats) is now available in GStreamer 1.26 thanks to Igalia's work. This allows user applications such as the WebKitGTK web browser to leverage the hardware accelerated decoding provided by VAAPI to play H.266 video using GStreamer.

Igalia has also been one of the top contributors to GStreamer Rust, with 43 contributions. Most of the commits there have been related to Vulkan Video.

Pie chart of Igalia's contributions to different areas of the GStreamer Rust project: vulkan (28%) other (26%) gstreamer (12%) ci (12%) tracer (7%) validate (5%) ges (7%) examples (5%)
Igalia's contributions to the GStreamer Rust project

In addition to GStreamer, the team also has a strong presence in WebKit, where we leverage our GStreamer knowledge to implement many features of the web engine related to multimedia. From the 1739 contributions to the WebKit project done last year by Igalia, the Multimedia team has made 323 of them. Nearly one third of those have been related to generic multimedia playback, and the rest have been on areas such as WebRTC, MediaStream, MSE, WebAudio, a new Quirks system to provide adaptations for specific hardware multimedia platforms at runtime, WebCodecs or MediaRecorder.

Pie chart of Igalia's contributions to different areas of the WebKit project: Generic Gstreamer work (33%) WebRTC (20%) Regression bugfixing (9%) Other (7%) MSE (6%) BuildStream SDK (4%) MediaStream (3%) WPE platform (3%) WebAudio (3%) WebKitGTK platform (2%) Quirks (2%) MediaRecorder (2%) EME (2%) Glib (1%) WTF (1%) WebCodecs (1%) GPUProcess (1%) Streams (1%)
Igalia Multimedia Team's contributions to different areas of the WebKit project

We're happy about what we've achieved along the year and look forward to maintaining this success and bringing even more exciting features and contributions in 2026.

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26 Jan 2026 9:34am GMT

05 Dec 2025

feedPlanet Maemo

Meow: Process log text files as if you could make cat speak

Some years ago I had mentioned some command line tools I used to analyze and find useful information on GStreamer logs. I've been using them consistently along all these years, but some weeks ago I thought about unifying them in a single tool that could provide more flexibility in the mid term, and also as an excuse to unrust my Rust knowledge a bit. That's how I wrote Meow, a tool to make cat speak (that is, to provide meaningful information).

The idea is that you can cat a file through meow and apply the filters, like this:

cat /tmp/log.txt | meow appsinknewsample n:V0 n:video ht: \
ft:-0:00:21.466607596 's:#([A-za-z][A-Za-z]*/)*#'

which means "select those lines that contain appsinknewsample (with case insensitive matching), but don't contain V0 nor video (that is, by exclusion, only that contain audio, probably because we've analyzed both and realized that we should focus on audio for our specific problem), highlight the different thread ids, only show those lines with timestamp lower than 21.46 sec, and change strings like Source/WebCore/platform/graphics/gstreamer/mse/AppendPipeline.cpp to become just AppendPipeline.cpp", to get an output as shown in this terminal screenshot:

Screenshot of a terminal output showing multiple log lines. Some of them have the word "appsinkNewSample" highlighted in red. Some lines have the hexadecimal id of the thread that printed them highlighed (purple for one thread, brown for the other)

Cool, isn't it? After all, I'm convinced that the answer to any GStreamer bug is always hidden in the logs (or will be, as soon as I add "just a couple of log lines more, bro" <span class=0 Add to favourites0 Bury

05 Dec 2025 11:16am GMT

15 Oct 2025

feedPlanet Maemo

Dzzee 1.9.0 for N800/N810/N900/N9/Leste

I was playing around with Xlib this summer, and one thing led to another, and here we are with four fresh ports to retro mobile X11 platforms. There is even a Maemo Leste port, but due to some SGX driver woes on the N900, I opted for using XSHM and software rendering, which works well and has the nice, crisp pixel look (on Fremantle, it's using EGL+GLESv2). Even the N8x0 port has very fluid motion by utilizing Xv for blitting software-rendered pixels to the screen. The game is available over at itch.io.





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15 Oct 2025 11:31am GMT

18 Sep 2022

feedPlanet Openmoko

Harald "LaF0rge" Welte: Deployment of future community TDMoIP hub

I've mentioned some of my various retronetworking projects in some past blog posts. One of those projects is Osmocom Community TDM over IP (OCTOI). During the past 5 or so months, we have been using a number of GPS-synchronized open source icE1usb interconnected by a new, efficient but strill transparent TDMoIP protocol in order to run a distributed TDM/PDH network. This network is currently only used to provide ISDN services to retronetworking enthusiasts, but other uses like frame relay have also been validated.

So far, the central hub of this OCTOI network has been operating in the basement of my home, behind a consumer-grade DOCSIS cable modem connection. Given that TDMoIP is relatively sensitive to packet loss, this has been sub-optimal.

Luckily some of my old friends at noris.net have agreed to host a new OCTOI hub free of charge in one of their ultra-reliable co-location data centres. I'm already hosting some other machines there for 20+ years, and noris.net is a good fit given that they were - in their early days as an ISP - the driving force in the early 90s behind one of the Linux kernel ISDN stracks called u-isdn. So after many decades, ISDN returns to them in a very different way.

Side note: In case you're curious, a reconstructed partial release history of the u-isdn code can be found on gitea.osmocom.org

But I digress. So today, there was the installation of this new OCTOI hub setup. It has been prepared for several weeks in advance, and the hub contains two circuit boards designed entirely only for this use case. The most difficult challenge was the fact that this data centre has no existing GPS RF distribution, and the roof is ~ 100m of CAT5 cable (no fiber!) away from the roof. So we faced the challenge of passing the 1PPS (1 pulse per second) signal reliably through several steps of lightning/over-voltage protection into the icE1usb whose internal GPS-DO serves as a grandmaster clock for the TDM network.

The equipment deployed in this installation currently contains:

For more details, see this wiki page and this ticket

Now that the physical deployment has been made, the next steps will be to migrate all the TDMoIP links from the existing user base over to the new hub. We hope the reliability and performance will be much better than behind DOCSIS.

In any case, this new setup for sure has a lot of capacity to connect many more more users to this network. At this point we can still only offer E1 PRI interfaces. I expect that at some point during the coming winter the project for remote TDMoIP BRI (S/T, S0-Bus) connectivity will become available.

Acknowledgements

I'd like to thank anyone helping this effort, specifically * Sylvain "tnt" Munaut for his work on the RS422 interface board (+ gateware/firmware) * noris.net for sponsoring the co-location * sysmocom for sponsoring the EPYC server hardware

18 Sep 2022 10:00pm GMT

08 Sep 2022

feedPlanet Openmoko

Harald "LaF0rge" Welte: Progress on the ITU-T V5 access network front

Almost one year after my post regarding first steps towards a V5 implementation, some friends and I were finally able to visit Wobcom, a small German city carrier and pick up a lot of decommissioned POTS/ISDN/PDH/SDH equipment, primarily V5 access networks.

This means that a number of retronetworking enthusiasts now have a chance to play with Siemens Fastlink, Nokia EKSOS and DeTeWe ALIAN access networks/multiplexers.

My primary interest is in Nokia EKSOS, which looks like an rather easy, low-complexity target. As one of the first steps, I took PCB photographs of the various modules/cards in the shelf, take note of the main chip designations and started to search for the related data sheets.

The results can be found in the Osmocom retronetworking wiki, with https://osmocom.org/projects/retronetworking/wiki/Nokia_EKSOS being the main entry page, and sub-pages about

In short: Unsurprisingly, a lot of Infineon analog and digital ICs for the POTS and ISDN ports, as well as a number of Motorola M68k based QUICC32 microprocessors and several unknown ASICs.

So with V5 hardware at my disposal, I've slowly re-started my efforts to implement the LE (local exchange) side of the V5 protocol stack, with the goal of eventually being able to interface those V5 AN with the Osmocom Community TDM over IP network. Once that is in place, we should also be able to offer real ISDN Uk0 (BRI) and POTS lines at retrocomputing events or hacker camps in the coming years.

08 Sep 2022 10:00pm GMT

Harald "LaF0rge" Welte: Clock sync trouble with Digium cards and timing cables

If you have ever worked with Digium (now part of Sangoma) digital telephony interface cards such as the TE110/410/420/820 (single to octal E1/T1/J1 PRI cards), you will probably have seen that they always have a timing connector, where the timing information can be passed from one card to another.

In PDH/ISDN (or even SDH) networks, it is very important to have a synchronized clock across the network. If the clocks are drifting, there will be underruns or overruns, with associated phase jumps that are particularly dangerous when analog modem calls are transported.

In traditional ISDN use cases, the clock is always provided by the network operator, and any customer/user side equipment is expected to synchronize to that clock.

So this Digium timing cable is needed in applications where you have more PRI lines than possible with one card, but only a subset of your lines (spans) are connected to the public operator. The timing cable should make sure that the clock received on one port from the public operator should be used as transmit bit-clock on all of the other ports, no matter on which card.

Unfortunately this decades-old Digium timing cable approach seems to suffer from some problems.

bursty bit clock changes until link is up

The first problem is that downstream port transmit bit clock was jumping around in bursts every two or so seconds. You can see an oscillogram of the E1 master signal (yellow) received by one TE820 card and the transmit of the slave ports on the other card at https://people.osmocom.org/laforge/photos/te820_timingcable_problem.mp4

As you can see, for some seconds the two clocks seem to be in perfect lock/sync, but in between there are periods of immense clock drift.

What I'd have expected is the behavior that can be seen at https://people.osmocom.org/laforge/photos/te820_notimingcable_loopback.mp4 - which shows a similar setup but without the use of a timing cable: Both the master clock input and the clock output were connected on the same TE820 card.

As I found out much later, this problem only occurs until any of the downstream/slave ports is fully OK/GREEN.

This is surprising, as any other E1 equipment I've seen always transmits at a constant bit clock irrespective whether there's any signal in the opposite direction, and irrespective of whether any other ports are up/aligned or not.

But ok, once you adjust your expectations to this Digium peculiarity, you can actually proceed.

clock drift between master and slave cards

Once any of the spans of a slave card on the timing bus are fully aligned, the transmit bit clocks of all of its ports appear to be in sync/lock - yay - but unfortunately only at the very first glance.

When looking at it for more than a few seconds, one can see a slow, continuous drift of the slave bit clocks compared to the master :(

Some initial measurements show that the clock of the slave card of the timing cable is drifting at about 12.5 ppb (parts per billion) when compared against the master clock reference.

This is rather disappointing, given that the whole point of a timing cable is to ensure you have one reference clock with all signals locked to it.

The work-around

If you are willing to sacrifice one port (span) of each card, you can work around that slow-clock-drift issue by connecting an external loopback cable. So the master card is configured to use the clock provided by the upstream provider. Its other ports (spans) will transmit at the exact recovered clock rate with no drift. You can use any of those ports to provide the clock reference to a port on the slave card using an external loopback cable.

In this setup, your slave card[s] will have perfect bit clock sync/lock.

Its just rather sad that you need to sacrifice ports just for achieving proper clock sync - something that the timing connectors and cables claim to do, but in reality don't achieve, at least not in my setup with the most modern and high-end octal-port PCIe cards (TE820).

08 Sep 2022 10:00pm GMT