03 Dec 2025
Android Developers Blog
What's new in the Jetpack Compose December '25 release
Posted by Nick Butcher, Jetpack Compose Product Manager
Today, the Jetpack Compose December '25 release is stable. This contains version 1.10 of the core Compose modules and version 1.4 of Material 3 (see the full BOM mapping), adding new features and major performance improvements.
To use today's release, upgrade your Compose BOM version to 2025.12.00:
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implementation(platform("androidx.compose:compose-bom:2025.12.00")) |
Performance improvements
We know that the runtime performance of your app is hugely important to you and your users, so performance has been a major priority for the Compose team. This release brings a number of improvements-and you get them all by just upgrading to the latest version. Our internal scroll benchmarks show that Compose now matches the performance you would see if using Views:
Scroll performance benchmark comparing Views and Jetpack Compose across different versions of Compose
Pausable composition in lazy prefetch
Pausable composition in lazy prefetch is now enabled by default. This is a fundamental change to how the Compose runtime schedules work, designed to significantly reduce jank during heavy UI workloads.
Previously, once a composition started, it had to run to completion. If a composition was complex, this could block the main thread for longer than a single frame, causing the UI to freeze. With pausable composition, the runtime can now "pause" its work if it's running out of time and resume the work in the next frame. This is particularly effective when used with lazy layout prefetch to prepare frames ahead of time. The Lazy layout CacheWindow APIs introduced in Compose 1.9 are a great way to prefetch more content and benefit from pausable composition to produce much smoother UI performance.
Pausable composition combined with Lazy prefetch help reduce jank
We've also optimized performance elsewhere, with improvements to Modifier.onPlaced, Modifier.onVisibilityChanged, and other modifier implementations. We'll continue to invest in improving the performance of Compose.
New features
Retain
Compose offers a number of APIs to hold and manage state across different lifecycles; for example, remember persists state across compositions, and rememberSavable/rememberSerializable to persist across activity or process recreation. retain is a new API that sits between these APIs, enabling you to persist values across configuration changes without being serialized, but not across process death. As retain does not serialize your state, you can persist objects like lambda expressions, flows, and large objects like bitmaps, which cannot be easily serialized. For example, you may use retain to manage a media player (such as ExoPlayer) to ensure that media playback doesn't get interrupted by a configuration change.
@Composable
fun MediaPlayer() {
val applicationContext = LocalContext.current.applicationContext
val exoPlayer = retain { ExoPlayer.Builder(applicationContext).apply { ... }.build() }
...
}
We want to extend our thanks to the AndroidDev community (especially the Circuit team), who have influenced and contributed to the design of this feature.
Material 1.4
Version 1.4.0 of the material3 library adds a number of new components and enhancements:
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TextField now offers an experimental TextFieldState based version, which provides a more robust method for managing text's state. In addition, new SecureTextField and OutlinedSecureTextField variants are now offered. The material Text composable now supports autoSize behaviour.
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The carousel component now offers a new HorizontalCenteredHeroCarousel variant.
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TimePicker now supports switching between the picker and input modes.
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A vertical drag handle helps users to change an adaptive pane's size and/or position.
Horizontal centered hero carousel
Note that Material 3 Expressive APIs continue to be developed in the alpha releases of the material3 library. To learn more, see this recent talk:
New animation features
We continue to expand on our animation APIs, including updates for customizing shared element animations.
Dynamic shared elements
By default, sharedElement() and sharedBounds() animations attempt to animate
layout changes whenever a matching key is found in the target state. However, you may want to disable this animation dynamically based on certain conditions, such as the direction of navigation or the current UI state.
To control whether the shared element transition occurs, you can now customize the
SharedContentConfig passed to rememberSharedContentState(). The isEnabled
property determines if the shared element is active.
SharedTransitionLayout {
val transition = updateTransition(currentState)
transition.AnimatedContent { targetState ->
// Create the configuration that depends on state changing.
fun animationConfig() : SharedTransitionScope.SharedContentConfig {
return object : SharedTransitionScope.SharedContentConfig {
override val SharedTransitionScope.SharedContentState.isEnabled: Boolean
get() =
// determine whether to perform a shared element transition
}
}
}
See the documentation for more.
Modifier.skipToLookaheadPosition()
A new modifier, Modifier.skipToLookaheadPosition(), has been added in this release, which keeps the final position of a composable when performing shared element animations. This allows for performing transitions like "reveal" type animation, as can be seen in the Androidify sample with the progressive reveal of the camera. See the video tip here for more information:
Initial velocity in shared element transitions
This release adds a new shared element transition API, prepareTransitionWithInitialVelocity, which lets you pass an initial velocity (e.g. from a gesture) to a shared element transition:
Modifier.fillMaxSize()
.draggable2D(
rememberDraggable2DState { offset += it },
onDragStopped = { velocity ->
// Set up the initial velocity for the upcoming shared element
// transition.
sharedContentStateForDraggableCat
?.prepareTransitionWithInitialVelocity(velocity)
showDetails = false
},
)
A shared element transition that starts with an initial velocity from a gesture
Veiled transitions
EnterTransition and ExitTransition define how an AnimatedVisibility/AnimatedContent composable appears or disappears. A new experimental veil option allows you to specify a color to veil or scrim content; e.g., fading in/out a semi-opaque black layer over content:
Veiled animated content - note the semi-opaque veil (or scrim) over the grid content during the animation
AnimatedContent(
targetState = page,
modifier = Modifier.fillMaxSize().weight(1f),
transitionSpec = {
if (targetState > initialState) {
(slideInHorizontally { it } togetherWith
slideOutHorizontally { -it / 2 } + veilOut(targetColor = veilColor))
} else {
slideInHorizontally { -it / 2 } +
unveilIn(initialColor = veilColor) togetherWith slideOutHorizontally { it }
}
},
) { targetPage ->
...
}
Upcoming changes
Deprecation of Modifier.onFirstVisible
Compose 1.9 introduced Modifier.onVisibilityChanged and Modifier.onFirstVisible. After reviewing your feedback, it became apparent that the contract of Modifier.onFirstVisible was not possible to honor deterministically; specifically, when an item first becomes visible. For example, a Lazy layout may dispose of items that scroll out of the viewport, and then compose them again if they scroll back into view. In this circumstance, the onFirstVisible callback would fire again, as it is a newly composed item. Similar behavior would also occur when navigating back to a previously visited screen containing onFirstVisible. As such, we have decided to deprecate this modifier in the next Compose release (1.11) and recommend migrating to onVisibilityChanged. See the documentation for more information.
Coroutine dispatch in tests
We plan to change coroutine dispatch in tests to improve test flakiness and catch more issues. Currently, tests use the UnconfinedTestDispatcher, which differs from production behavior; e.g., effects may run immediately rather than being enqueued. In a future release, we plan to introduce a new API that uses StandardTestDispatcher by default to match production behaviours. You can try the new behavior now in 1.10:
@get:Rule // also createAndroidComposeRule, createEmptyComposeRule
val rule = createComposeRule(effectContext = StandardTestDispatcher())
Using the StandardTestDispatcher will queue tasks, so you must use synchronization mechanisms like composeTestRule.waitForIdle() or composeTestRule.runOnIdle(). If your test uses runTest, you must ensure that runTest and your Compose rule share the same StandardTestDispatcher instance for synchronization.
// 1. Create a SINGLE dispatcher instance
val testDispatcher = StandardTestDispatcher()
// 2. Pass it to your Compose rule
@get:Rule
val composeRule = createComposeRule(effectContext = testDispatcher)
@Test
// 3. Pass the *SAME INSTANCE* to runTest
fun myTest() = runTest(testDispatcher) {
composeRule.setContent { /* ... */ }
}
Tools
Great APIs deserve great tools, and Android Studio has a number of recent additions for Compose developers:
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Transform UI: Iterate on your designs by right clicking on the @Preview, selecting Transform UI, and then describing the change in natural language.
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Generate @Preview: Right-click on a composable and select Gemini > Generate [Composable name] Preview.
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Customize Material Symbols with new support for icon variations in the Vector Asset wizard.
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Generate code from a screenshot or ask Gemini to match your existing UI to a target image. This can be combined with remote MCP support e.g. to connect to a Figma file and generate Compose UI from designs.
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Fix UI quality issues audits your UI for common problems, such as accessibility issues, and then proposes fixes.
To see these tools in action, watch this recent demonstration:
Happy Composing
We continue to invest in Jetpack Compose to provide you with the APIs and tools you need to create beautiful, rich UIs. We value your input, so please share your feedback on these changes or what you'd like to see next in our issue tracker.
03 Dec 2025 8:34pm GMT
TalkAndroid
The best sci-fi series of 2025 just got renewed for a second season
Science fiction fans can finally breathe a sigh of relief-Alien: Earth is officially coming back. After months of…
03 Dec 2025 4:30pm GMT
Indian Govt. Wants To Have Its Security App Preinstalled On All Smartphones
Basically, the Indian government wants this app on your phone right now. To protect you from scams, of course.
03 Dec 2025 3:37pm GMT
Boba Story Lid Recipes – 2025
Look no further for all the latest Boba Story Lid Recipes. They are all right here!
03 Dec 2025 2:00pm GMT
02 Dec 2025
Android Developers Blog
Android 16 QPR2 is Released
Posted by Matthew McCullough, VP of Product Management, Android Developer
Faster Innovation with Android's first Minor SDK Release
Today we're releasing Android 16 QPR2, bringing a host of enhancements to user experience, developer productivity, and media capabilities. It marks a significant milestone in the evolution of the Android platform as the first release to utilize a minor SDK version.A Milestone for Platform Evolution: The Minor SDK Release
To support this, we have introduced new fields to the Build class as of Android 16, allowing your app to check for these new APIs using SDK_INT_FULL and VERSION_CODES_FULL.
if ((Build.VERSION.SDK_INT >= Build.VERSION_CODES.BAKLAVA) && (Build.VERSION.SDK_INT_FULL >= Build.VERSION_CODES_FULL.BAKLAVA_1)) { // Call new APIs from the Android 16 QPR2 release }
Enhanced User Experience and Customization
QPR2 improves Android's personalization and accessibility, giving users more control over how their devices look and feel.Expanded Dark Theme
When the expanded dark theme setting is enabled by a user, the system uses your app's isLightTheme theme attribute to determine whether to apply inversion. If your app inherits from one of the standard DayNight themes, this is done automatically for you. If it does not, make sure to declare isLightTheme="false" in your dark theme to ensure your app is not inadvertently inverted. Standard Android Views, Composables, and WebViews will be inverted, while custom rendering engines like Flutter will not.
This is largely intended as an accessibility feature. We strongly recommend implementing a native dark theme, which gives you full control over your app's appearance; you can protect your brand's identity, ensure text is readable, and prevent visual glitches from happening when your UI is automatically inverted, guaranteeing a polished, reliable experience for your users.
Custom Icon Shapes & Auto-Theming
In QPR2, users can select specific shapes for their app icons, which apply to all icons and folder previews. Additionally, if your app does not provide a dedicated themed icon, the system can now automatically generate one by applying a color filtering algorithm to your existing launcher icon.|
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Custom Icon Shapes |
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Test Icon Shape & Color in Android Studio |
Automatic system icon color filtering |
Interactive Chooser Sessions
The sharing experience is now more dynamic. Apps can keep the UI interactive even when the system sharesheet is open, allowing for real-time content updates within the Chooser.Boosting Your Productivity and App Performance
We are introducing tools and updates designed to streamline your workflow and improve app performance.Linux Development Environment with GUI Applications
The Linux development environment feature has been expanded to support running Linux GUI applications directly within the terminal environment.Generational Garbage Collection
The Android Runtime (ART) now includes a Generational Concurrent Mark-Compact (CMC) Garbage Collector. This focuses collection on newly allocated objects, resulting in reduced CPU usage and improved battery efficiency.Widget Engagement Metrics
You can now query user interaction events-such as clicks, scrolls, and impressions-to better understand how users engage with your widgets.16KB Page Size Readiness
To help prepare for future architecture requirements, we have added early warning dialogs for debuggable apps that are not 16KB page-aligned.Media, Connectivity, and Health
QPR2 brings robust updates to media standards and device connectivity.IAMF and Audio Sharing
We have added software decoding support for Immersive Audio Model and Formats (IAMF), an open-source spatial audio format. Additionally, Personal Audio Sharing for Bluetooth LE Audio is now integrated directly into the system Output Switcher.Health Connect Updates
Health Connect now automatically tracks steps using the device's sensors. If your app has the READ_STEPS permission, this data will be available from the "android" package. Not only does this simplify the code needed to do step tracking, it's also more power efficient. It also can now track weight, set index, and Rate of Perceived Exertion (RPE) in exercise segments.Smoother Migrations
A new 3rd-party Data Transfer API enables more reliable data migration between Android and iOS devices.Strengthening Privacy and Security
Security remains a top priority with new features designed to protect user data and device integrity.Developer Verification
We introduced APIs to support developer verification during app installation along with new ADB commands to simulate verification outcomes. As a developer, you are free to install apps without verification by using ADB, so you can continue to test apps that are not intended or not yet ready to distribute to the wider consumer population.SMS OTP Protection
The delivery of messages containing an SMS retriever hash will be delayed for most apps for three hours to help prevent OTP hijacking. The RECEIVE_SMS broadcast will be withheld and sms provider database queries will be filtered. The SMS will be available to these apps after the three hour delay.Secure Lock Device
A new system-level security state, Secure Lock Device, is being introduced. When enabled (e.g., remotely via "Find My Device"), the device locks immediately and requires the primary PIN, pattern, or password to unlock, heightening security. When active, notifications and quick affordances on the lock screen will be hidden, and biometric unlock may be temporarily disabled.Get Started
If you're not in the Beta or Canary programs, your Pixel device should get the Android 16 QPR2 release shortly. If you don't have a Pixel device, you can use the 64-bit system images with the Android Emulator in Android Studio. If you are currently on the Android 16 QPR2 Beta and have not yet installed the Android 16 QPR3 beta, you can opt out of the program and you will then be offered the release version of Android 16 QPR2 over the air.For the best development experience with Android 16 QPR2, we recommend that you use the latest Canary build of Android Studio Otter.
Thank you again to everyone who participated in our Android beta program. We're looking forward to seeing how your apps take advantage of the updates in Android 16 QPR2.
02 Dec 2025 7:00pm GMT
Explore AI on Android with Our Sample Catalog App
Posted by Thomas Ezan and Ivy Knight
As the AI landscape continues to expand, we often hear that developers aren't always sure where to start and which API or SDK is best for their use case.
So we wanted to provide you with examples of AI-enabled features using both on-device and Cloud models and inspire you to create delightful experiences for your users.
We are thrilled to announce the launch of the redesigned Android AI Sample Catalog, a dedicated application designed to inspire and educate Android developers to build the next generation of AI-powered Android apps.
Discover what's possible with Google AI
The Android AI Sample Catalog is designed as a one-stop destination to explore the capabilities of Google AI APIs and SDKs. Inside, you'll find a collection of samples demonstrating a wide range of AI use cases that you can test yourself. We really designed this catalog to give you a hands-on feel for what you can build and help you find the right solution and capability for your needs.
Here are some of the samples you can find in the catalog:
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Image generation with Imagen Uses Imagen to generate images of landscapes, objects and people in various artistic styles. |
On-device summarization with Gemini Nano Lets you summarize text on-device using Gemini Nano via the GenAI Summarization API. |
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Chat with Nano Banana A chatbot app using the Gemini 3 Pro Image model (a.k.a. "Nano Banana Pro") letting you edit images via a conversation with the model. |
On-device image description with Gemini Nano Lets you generate image descriptions using Gemini Nano via the GenAI Image Description API. |
Other samples include: image editing via Imagen mask-editing capabilities, a to-do list app controlled via the voice using the Gemini Live API, on-device rewrite assistance powered by Gemini Nano, and more!
The samples using cloud inference are built using the Firebase AI Logic SDK, and the ML Kit GenAI API is used for the samples running on-device inference. We plan to continue creating new samples and updating the existing ones as new capabilities are added to the models and SDKs.
Fully open source and ready to copy
We believe the best way to learn is by doing. That's why the AI Sample Catalog is not only fully open-source but it's been architectured so the code relevant to the AI features is self-contained and easy to copy and paste, so you can quickly experiment with these code samples in your own project.
When you're exploring a sample in the app and want to see how it's built, you can simply click the <> SOURCE button to jump directly to the code on GitHub.
To help you get started quickly, each sample includes a README file that highlights the APIs used, along with key code snippets.

Note: To run the samples using the Firebase AI Logic SDK, you'll need to set up a Firebase AI project. Also, the samples using ML Kit Gen AI APIs powered by Gemini Nano are only supported on certain devices.
We also put extra thought into the app's user interface to make your learning experience more engaging and intuitive. We've refreshed the app with a bold new brand that infuses the Android look with an expressive AI design language. Most notably, the app now features a vibrant, textured backdrop for the new Material 3 expressive components, giving you a modern and enjoyable environment to explore the samples and dive into the code. The systematic illustrations, inspired by generated image composition, further enhance this polished, expressive experience.
Check out the Android AI Sample Catalog today, test the features, and dive into the code on GitHub to start bringing your own AI-powered ideas to life!
02 Dec 2025 5:00pm GMT
15 Oct 2025
Planet Maemo
Dzzee 1.9.0 for N800/N810/N900/N9/Leste
15 Oct 2025 11:31am GMT
05 Jun 2025
Planet Maemo
Mobile blogging, the past and the future
This blog has been running more or less continuously since mid-nineties. The site has existed in multiple forms, and with different ways to publish. But what's common is that at almost all points there was a mechanism to publish while on the move.
Psion, documents over FTP
In the early 2000s we were into adventure motorcycling. To be able to share our adventures, we implemented a way to publish blogs while on the go. The device that enabled this was the Psion Series 5, a handheld computer that was very much a device ahead of its time.

The Psion had a reasonably sized keyboard and a good native word processing app. And battery life good for weeks of usage. Writing while underway was easy. The Psion could use a mobile phone as a modem over an infrared connection, and with that we could upload the documents to a server over FTP.
Server-side, a cron job would grab the new documents, converting them to HTML and adding them to our CMS.
In the early days of GPRS, getting this to work while roaming was quite tricky. But the system served us well for years.
If we wanted to include photos to the stories, we'd have to find an Internet cafe.
- To the Alps is a post from these times. Lots more in the motorcycling category
SMS and MMS
For an even more mobile setup, I implemented an SMS-based blogging system. We had an old phone connected to a computer back in the office, and I could write to my blog by simply sending a text. These would automatically end up as a new paragraph in the latest post. If I started the text with NEWPOST, an empty blog post would be created with the rest of that message's text as the title.
- In the Caucasus is a good example of a post from this era
As I got into neogeography, I could also send a NEWPOSITION message. This would update my position on the map, connecting weather metadata to the posts.
As camera phones became available, we wanted to do pictures too. For the Death Monkey rally where we rode minimotorcycles from Helsinki to Gibraltar, we implemented an MMS-based system. With that the entries could include both text and pictures. But for that you needed a gateway, which was really only realistic for an event with sponsors.
- Mystery of the Missing Monkey is typical. Some more in Internet Archive
Photos over email
A much easier setup than MMS was to slightly come back to the old Psion setup, but instead of word documents, sending email with picture attachments. This was something that the new breed of (pre-iPhone) smartphones were capable of. And by now the roaming question was mostly sorted.
And so my blog included a new "moblog" section. This is where I could share my daily activities as poor-quality pictures. Sort of how people would use Instagram a few years later.

- Internet Archive has some of my old moblogs but nowadays, I post similar stuff on Pixelfed
Pause
Then there was sort of a long pause in mobile blogging advancements. Modern smartphones, data roaming, and WiFi hotspots had become ubiquitous.
In the meanwhile the blog also got migrated to a Jekyll-based system hosted on AWS. That means the old Midgard-based integrations were off the table.
And I traveled off-the-grid rarely enough that it didn't make sense to develop a system.
But now that we're sailing offshore, that has changed. Time for new systems and new ideas. Or maybe just a rehash of the old ones?
Starlink, Internet from Outer Space
Most cruising boats - ours included - now run the Starlink satellite broadband system. This enables full Internet, even in the middle of an ocean, even video calls! With this, we can use normal blogging tools. The usual one for us is GitJournal, which makes it easy to write Jekyll-style Markdown posts and push them to GitHub.
However, Starlink is a complicated, energy-hungry, and fragile system on an offshore boat. The policies might change at any time preventing our way of using it, and also the dishy itself, or the way we power it may fail.
But despite what you'd think, even on a nerdy boat like ours, loss of Internet connectivity is not an emergency. And this is where the old-style mobile blogging mechanisms come handy.
- Any of the 2025 Atlantic crossing posts is a good example of this setup in action
Inreach, texting with the cloud
Our backup system to Starlink is the Garmin Inreach. This is a tiny battery-powered device that connects to the Iridium satellite constellation. It allows tracking as well as basic text messaging.
When we head offshore we always enable tracking on the Inreach. This allows both our blog and our friends ashore to follow our progress.
I also made a simple integration where text updates sent to Garmin MapShare get fetched and published on our blog. Right now this is just plain text-based entries, but one could easily implement a command system similar to what I had over SMS back in the day.
One benefit of the Inreach is that we can also take it with us when we go on land adventures. And it'd even enable rudimentary communications if we found ourselves in a liferaft.
- There are various InReach integration hacks that could be used for more sophisticated data transfer
Sailmail and email over HF radio
The other potential backup for Starlink failures would be to go seriously old-school. It is possible to get email access via a SSB radio and a Pactor (or Vara) modem.
Our boat is already equipped with an isolated aft stay that can be used as an antenna. And with the popularity of Starlink, many cruisers are offloading their old HF radios.
Licensing-wise this system could be used either as a marine HF radio (requiring a Long Range Certificate), or amateur radio. So that part is something I need to work on. Thankfully post-COVID, radio amateur license exams can be done online.
With this setup we could send and receive text-based email. The Airmail application used for this can even do some automatic templating for position reports. We'd then need a mailbox that can receive these mails, and some automation to fetch and publish.
- Sailmail and No Foreign Land support structured data via email to update position. Their formats could be useful inspiration
05 Jun 2025 12:00am GMT
16 Oct 2024
Planet Maemo
Adding buffering hysteresis to the WebKit GStreamer video player
The <video> element implementation in WebKit does its job by using a multiplatform player that relies on a platform-specific implementation. In the specific case of glib platforms, which base their multimedia on GStreamer, that's MediaPlayerPrivateGStreamer.
The player private can have 3 buffering modes:
- On-disk buffering: This is the typical mode on desktop systems, but is frequently disabled on purpose on embedded devices to avoid wearing out their flash storage memories. All the video content is downloaded to disk, and the buffering percentage refers to the total size of the video. A GstDownloader element is present in the pipeline in this case. Buffering level monitoring is done by polling the pipeline every second, using the
fillTimerFired()method. - In-memory buffering: This is the typical mode on embedded systems and on desktop systems in case of streamed (live) content. The video is downloaded progressively and only the part of it ahead of the current playback time is buffered. A GstQueue2 element is present in the pipeline in this case. Buffering level monitoring is done by listening to GST_MESSAGE_BUFFERING bus messages and using the buffering level stored on them. This is the case that motivates the refactoring described in this blog post, what we actually wanted to correct in Broadcom platforms, and what motivated the addition of hysteresis working on all the platforms.
- Local files: Files, MediaStream sources and other special origins of video don't do buffering at all (no GstDownloadBuffering nor GstQueue2 element is present on the pipeline). They work like the on-disk buffering mode in the sense that
fillTimerFired()is used, but the reported level is relative, much like in the streaming case. In the initial version of the refactoring I was unaware of this third case, and only realized about it when tests triggered the assert that I added to ensure that the on-disk buffering method was working in GST_BUFFERING_DOWNLOAD mode.
The current implementation (actually, its wpe-2.38 version) was showing some buffering problems on some Broadcom platforms when doing in-memory buffering. The buffering levels monitored by MediaPlayerPrivateGStreamer weren't accurate because the Nexus multimedia subsystem used on Broadcom platforms was doing its own internal buffering. Data wasn't being accumulated in the GstQueue2 element of playbin, because BrcmAudFilter/BrcmVidFilter was accepting all the buffers that the queue could provide. Because of that, the player private buffering logic was erratic, leading to many transitions between "buffer completely empty" and "buffer completely full". This, it turn, caused many transitions between the HaveEnoughData, HaveFutureData and HaveCurrentData readyStates in the player, leading to frequent pauses and unpauses on Broadcom platforms.

So, one of the first thing I tried to solve this issue was to ask the Nexus PlayPump (the subsystem in charge of internal buffering in Nexus) about its internal levels, and add that to the levels reported by GstQueue2. There's also a GstMultiqueue in the pipeline that can hold a significant amount of buffers, so I also asked it for its level. Still, the buffering level unstability was too high, so I added a moving average implementation to try to smooth it.
All these tweaks only make sense on Broadcom platforms, so they were guarded by ifdefs in a first version of the patch. Later, I migrated those dirty ifdefs to the new quirks abstraction added by Phil. A challenge of this migration was that I needed to store some attributes that were considered part of MediaPlayerPrivateGStreamer before. They still had to be somehow linked to the player private but only accessible by the platform specific code of the quirks. A special HashMap attribute stores those quirks attributes in an opaque way, so that only the specific quirk they belong to knows how to interpret them (using downcasting). I tried to use move semantics when storing the data, but was bitten by object slicing when trying to move instances of the superclass. In the end, moving the responsibility of creating the unique_ptr that stored the concrete subclass to the caller did the trick.
Even with all those changes, undesirable swings in the buffering level kept happening, and when doing a careful analysis of the causes I noticed that the monitoring of the buffering level was being done from different places (in different moments) and sometimes the level was regarded as "enough" and the moment right after, as "insufficient". This was because the buffering level threshold was one single value. That's something that a hysteresis mechanism (with low and high watermarks) can solve. So, a logical level change to "full" would only happen when the level goes above the high watermark, and a logical level change to "low" when it goes under the low watermark level.
For the threshold change detection to work, we need to know the previous buffering level. There's a problem, though: the current code checked the levels from several scattered places, so only one of those places (the first one that detected the threshold crossing at a given moment) would properly react. The other places would miss the detection and operate improperly, because the "previous buffering level value" had been overwritten with the new one when the evaluation had been done before. To solve this, I centralized the detection in a single place "per cycle" (in updateBufferingStatus()), and then used the detection conclusions from updateStates().
So, with all this in mind, I refactored the buffering logic as https://commits.webkit.org/284072@main, so now WebKit GStreamer has a buffering code much more robust than before. The unstabilities observed in Broadcom devices were gone and I could, at last, close Issue 1309.
16 Oct 2024 6:12am GMT
18 Sep 2022
Planet 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:
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a rather beefy Supermicro 2U server with EPYC 7113P CPU and 4x PCIe, two of which are populated with Digium TE820 cards resulting in a total of 16 E1 ports
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an icE1usb with RS422 interface board connected via 100m RS422 to an Ericsson GPS03 receiver. There's two layers of of over-voltage protection on the RS422 (each with gas discharge tubes and TVS) and two stages of over-voltage protection in the coaxial cable between antenna and GPS receiver.
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a Livingston Portmaster3 RAS server
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a Cisco AS5400 RAS server
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
Planet 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











