12 Aug 2026
TalkAndroid
How to Watch the Pixel 11 Launch Event Live Tonight
Trevor Noah hosts as four new phones and a smartwatch take the stage.
12 Aug 2026 11:33am GMT
Google TV Freeplay Now Streams 10,000+ Free Movies and Shows
No subscription needed, and 300 live channels just got added to the mix
12 Aug 2026 11:22am GMT
Narwal’s Freo 20 Brings Flagship Self-Cleaning Mop for $899.99
The FlowWash system that used to cost $1,400-plus just landed at a mid-range price point.
12 Aug 2026 10:55am GMT
11 Aug 2026
Android Developers Blog
Media3 1.11 - What's new?

Media3 1.11 is out. Powering the vast majority of top Android media apps, this release brings new features, bug fixes, and improvements across playback, editing, and UI components. We're expanding our Jetpack Compose UI modules with customizable Player slots and easy to use defaults, interactive gestures, state observers, and short-form video preloading using PlayerPool. We also modernized the Media3 Cast integration with SystemUI Output Switcher support, introduced a new Ktor HTTP client network extension, and added new muxing utilities for Ogg and WAV files.
Read on for key highlights, and check out the full release notes for a comprehensive list of changes.
Playback UI and Compose
With Android becoming Compose-first, we are continuing to expand the media3-ui-compose and media3-ui-compose-material3 modules. This update introduces more granular control over your player layout, richer interaction patterns, and deeper integration with Material3.
Customizable Player layout
The Material 3 Player Composable now supports dedicated content slots for topControls, centerControls, bottomControls, and errorOverlay. You can drop in your own Composables or use the ready-made defaults published in PlayerDefaults:
Player(
player = player,
topControls = { PlayerDefaults.TopControls(player) },
centerControls = { PlayerDefaults.CenterControls(player) },
bottomControls = { PlayerDefaults.BottomControls(player) },
)
The Player Composable also integrates FocusRequester support, enabling seamless D-pad and keyboard navigation on Android TV, foldables, and desktop environments. large-screen devices.
Gestures and playback speed control
PlaybackSpeedState now provides a fast-forward/slow-motion API. The demo-compose app showcases this with a long-press gesture to fast-forward playback and seeking with double tap. Combined with the ProgressSlider introduced in 1.10, the Compose player UI now offers rich touch and gesture interactions out of the box.
Short-form video preloading with PlayerPool
For apps with sliding-window media feeds (for example, short-form vertical video), managing multiple ExoPlayer instances efficiently is a common challenge. Media3 1.11 introduces PlayerPool (in common-ktx) and rememberPooledPlayer (in ui-compose) to handle player recycling and preloading automatically.
The new ShortFormPlayerScreen in demo-compose shows this in action, a vertically paging feed where players are pooled, preloaded, and seamlessly recycled as the user scrolls.
MiniController
A new MiniController Composable in media3-ui-compose-material3 provides a compact playback bar displaying the current item's title, artist, artwork, and progress alongside play/pause controls. As all our default Composables in media3-ui-compose-material3, the MiniController supports Material3 Dynamic Color integration, allowing it to automatically adapt to the user's wallpaper theme.This is ideal for persistent bottom-sheet or mini-player affordances, for example while the user browses content or during active Cast sessions.
Expanded state holders for metadata and errors
We added several new reactive state holders to media3-ui-compose:
rememberCurrentMediaItemState- observe metadata about the currently playing itemrememberPlaylistState- observe the full playlist and active indicesrememberErrorState- track playback errors, with a matchingErrorTextComposable and defaultErrorOverlayin Material3
We'll continue working on new additions and more customization options in upcoming releases. Please share your thoughts on the project issue tracker.
Modernized Cast integration
Media3 1.11 updates the Cast extension with programmatic configuration options and support for OS-level routing.
CastParams and SystemUI Output Switcher
You can now configure the Cast extension using CastParams:
val castParams = CastParams.Builder()
.setShowSystemOutputSwitcherOnCastButtonClick(true)
.build()
Cast.getSingletonInstance(context).initialize(castParams)
Setting setShowSystemOutputSwitcherOnCastIconClick(true) configures the MediaRouteButton to open Android's native SystemUI Output Switcher on supported platform versions, providing a unified output picker experience.
Reactive MediaRouteButton state in Compose
Apps using Jetpack Compose can now easily add the Media routing button (also known as Cast button), which automatically observes the dialog state and updates accordingly. No further logic needed when used together with Media3's CastPlayer!
@Composable
fun TopAppBarWithCast() {
Row {
Text(text = "App Title")
MediaRouteButton()
}
}
Core playback and session enhancements
Eclipsa Video - HAGC dynamic HDR metadata (API 37+)
Eclipsa Video promises a more consistent HDR experience across devices, with a consistent baseline HDR white, adaptive headroom depending on the screen and the surroundings, ensuring the creative intent is preserved on all devices.
ExoPlayer now supports playback of the necessary HAGC (ST 2094-50) timed metadata for progressive media (MP4, Matroska). The player automatically merges HAGC metadata tracks with the associated video track and delivers the metadata out-of-band to the decoder on API 37+ devices. On older devices, ExoPlayer seamlessly falls back to providing a standard HDR playback experience without the adjustments.
New Ktor HTTP client extension
A new media3-datasource-ktor extension module provides KtorDataSource, backed by the Ktor HTTP stack. This offers a Kotlin-first, coroutine-friendly alternative to the existing Cronet and OkHttp data source modules.
Asynchronous MediaSession connections
MediaSession.Callback now includes onConnectAsync(), which lets you process controller connection attempts asynchronously - for example, to verify authorization before accepting a connection. You can return an immediate Future with Futures.immediateFuture(ConnectionResult) for the same behavior as the existing onConnect.
override fun onConnectAsync(
session: MediaSession,
controller: MediaSession.ControllerInfo
): ListenableFuture<MediaSession.ConnectionResult> {
return authenticateControllerAsync(controller)
}
Safer MediaSession defaults
For apps that don't override onConnect or onConnectAsync in MediaSession.Callback, the library now defaults to a more secure configuration. Specifically, session data is no longer shared by default with untrusted controllers, meaning third-party or non-system apps lacking notification access are restricted from accessing session data unless you explicitly implement these callback methods to authorize the connection.
New Muxer implementations & container parsing
OggMuxer and WavMuxer
We've added two new dedicated muxers: OggMuxer for muxing OPUS and VORBIS streams into standard .ogg files, and WavMuxer for generating uncompressed and floating-point PCM .wav audio files.
Container parsing and track references
- MP4 Track References (tref):
Mp4Muxer.addTrackReferenceallows linking dependent metadata or aux tracks to primary video streams. - Chapter Extraction: QuickTime and Nero chapter from MP4 files (.m4a, .m4b), and Matroska chapters, are now extracted as Chapter metadata entries for audiobook and podcast navigation.
Please use the issue tracker to report any bugs, or if you have questions or feature requests. We look forward to hearing from you!
11 Aug 2026 4:00pm GMT
06 Aug 2026
Android Developers Blog
Inside Android Skills - Built for deprecation
Posted by Jose Alcérreca, Developer Relations Engineer, Android Developer Relations
We released the official Android Skills in April, and the response surpassed all our expectations. In this blog post, I'll address some of the feedback we received, explaining the philosophy and methodology behind the project. Hopefully, this will also help you understand what happens behind the scenes when you install and use skills, allowing you to make better use of tokens and your own time.
Why are there so few official skills?
Currently, we only consider new skills when there's a verifiable knowledge gap in state-of-the-art (SOTA) models. Put simply: you don't need to teach the model what it already knows. (Though there are a few exceptions-read on!)
We've released around 20 official skills so far, and they intentionally target highly specific, fast-moving areas that standard models aren't fully grounded on yet-things like AGP 9, Navigation 3, advanced Camera APIs, and Perfetto SQL.
What about core, more general, skills? Every installed skill injects 100-200 tokens into the baseline context of every task you start. If that skill actually activates, that count can quickly jump into the thousands. In most cases, hoarding basic skills is both counterproductive and expensive. Before installing a skill for writing basic Kotlin or Compose, consider if your LLM of choice really needs it, or if it knows those topics well enough already.
Evaluating skills
Before their release, each skill is tested against a comprehensive set of evals that prove that the skill delivers clear value. These evals should pass when the skill is active, and fail otherwise. Evals are to skills what integration tests are to code.
timeout_s: 1200
repository:
url: [redacted - internal git repo]
working_dir: wear_compose_m3_empty_app
category_ids:
- wear
prompt: |-
Add a horizontal pager to MainActivity.kt. Have three pages in the pager. Each page should contain
the text "Page 1", "Page 2", and "Page 3" respectively in the center of the screen.
commands:
build:
- ./gradlew assembleDebug
acceptance_criteria:
project_builds: true
llm_diff_judge:
- Must use `HorizontalPagerScaffold`.
- Each page should use `AnimatedPage` to wrap a `ScreenScaffold`.
Example eval that checks the correct implementation of a horizontal pager on a wear app
At a minimum, we test the skill in Android Studio using the latest Gemini Flash model. Depending on the skill, we also ensure compatibility with other models such as Gemini Pro and other agents such as Antigravity, and third-party systems.
All of the evals run with access to the Knowledge Base, so if the information is in the documentation, and models decide to search for it, we don't publish a skill for it.
Using the Android Knowledge Base (Android Studio or Android CLI)
If you develop Android apps, you should always use the Android Knowledge Base to have access to the official documentation. If you use the agent in Android Studio, it's already available as a tool, but if you use another agent, install Android CLI. Among other things, it contains the docs command, which gives your agent access to the official Android documentation. Having a single tool is much more efficient than installing hundreds of skills.
If your model is acting overconfident, and you want it to consult the documentation more often, a very common way to motivate it is to add "Always consult the official Android documentation when dealing with Android APIs" to your AGENTS.md file or equivalent. Of course, you can also force this by asking the agent to check the documentation directly in your prompts.
Why are pull requests disabled?
Because our evaluation framework depends on internal infrastructure that cannot be open-sourced, we are unable to accept direct pull requests for new skills-without this infrastructure, we would have no way to re-evaluate incoming PR changes. However, we actively monitor community feedback. If you want to report a bug, suggest an optimization, or request a new official skill, please file an issue!
When do core or basic skills make sense?
While SOTA models generally don't need basic skills, there are some scenarios where enabling core or community-built skills adds real value. For example:
- You're using vague prompts: Skills amplify your intent. If you give a loose prompt like "add animations to this screen," a specific Compose animation skill can inspire the model, pushing it toward modern APIs or screenshot testing patterns it might not have otherwise considered.
- You want to use smaller, cheaper models: Frontier LLMs are expensive. If you are offloading routine tasks to smaller open-weight models like Gemma 4, enabling basic skills fills the knowledge gaps that smaller parameters miss.
- You're refactoring or reviewing legacy code: Models excel at generating code that works, but when editing old codebases, they often prioritize staying consistent with the surrounding legacy patterns over rewriting things with modern accuracy. A specialized reviewer agent equipped with core skills can help break that habit.
- You deviate from the norm: LLMs love the standard "Google way" of architecting Android apps. If your team uses a highly customized view-layer architecture, the model will struggle to stay aligned. A custom skill explicitly describing your architecture goes a long way.
Where can I find core skills?
The Android community has your back. Chris Banes has a comprehensive collection of skills for Compose and Kotlin, Ivan Morgillo published a skill that audits Compose projects, and Jaewoong Eum created two on testing and performance.
Always download skills from reputable sources! I personally wouldn't trust repositories containing dozens or hundreds of Android skills as they're probably AI-generated and untested, and they could even contain malicious or biased instructions. Also, don't install general software engineering skills blindly; a lot of them are tailored for web development.
Goal: deprecation
Loosely paraphrasing Karpathy: Skills of today will be in the models of tomorrow. As SOTA models keep improving, we expect skills to be obsolete, especially those built around new APIs. To figure out when to retire them, we run our evals when new models drop. If they pass, we'll keep them around for a few months until most users have transitioned over.
06 Aug 2026 4:00pm GMT
29 Jul 2026
Android Developers Blog
Delivering safer, age-appropriate experiences on Google Play

Providing a safe online experience and protecting users from harm is a top priority at Google Play. We take this responsibility seriously and have been investing continuously to offer baseline protections on our platform while also empowering parents with the tools they need to make decisions for their families. Importantly, we also want to empower Play developers with the capabilities to deliver age-appropriate experiences based on their app's content.
To support this, today, we are taking another big step in our ongoing partnership with parents and developers by announcing the expansion of the Google Play Age Signals API to all Play developers globally. Building on current availability in Brazil, we will expand this experience first to users in Australia and Canada by mid-August, with a full global rollout to all users later this year.
Empowering developers to create age-appropriate experiences
The Play Age Signals API is a privacy-preserving tool that puts parents in the driver's seat allowing them to share their child's age range (e.g. 16-17) directly with apps. It also enables adults to easily share their age when prompted by the app developer. In turn, developers receive the signals they need to tailor their own in-app safety experiences and content for users in an age-appropriate way.
We want to give developers the ability to choose the right protections for the nature of their app. A weather app, for example, shouldn't need the same safety settings as entertainment or media apps. Rather than enforcing one-size-fits-all rules, we give developers the flexibility to choose how they integrate safety signals. With this reliable signal, you retain complete agency to tailor your app's content, features, and settings to match your audience.
Simplifying controls for parents
Parents shouldn't have to manage complex safety settings across dozens of different apps to keep their children safe. The Play Age Signals API simplifies this by putting age-sharing controls in one place, directly inside the Google Family Link app. Parents have a choice to share their child's age range, and if they choose to share, all Play apps that use Play Age Signals API can receive age signals. This lets children jump straight into age-appropriate content without parents having to manually configure settings inside these apps. Age ranges are never shared by default, and parents can update or turn off these settings at any time.
Building on our broader safety tools
The Play Age Signals API builds upon a strong foundation of established safety features and strict policies we have long enforced on Google Play. Today, we already mandate that apps designed for families meet rigorous safety standards, and we continuously review and scan applications to ensure they are safe for children. For developers, we also offer built-in tools like Restrict Minor Access in the Play Console to help them manage who can discover their apps. For parents, Google Family Link remains a trusted, central dashboard where they can manage screen-time limits, PIN-based content filters, and app download approvals.
Expanding the Play Age Signals API globally adds a powerful new tool to our existing safety suite, helping parents and developers work together to make Google Play an even safer, more trustworthy place for families.
29 Jul 2026 1:00pm GMT
04 Jul 2026
Planet Maemo
Reticulum is interesting
It all started innocently enough: sometime last summer, I ran into the blog post Start your own Internet Resiliency Club on Hacker News.
…communicate with each other across a few kilometers without any centralized infrastructure using cheap, low-power, unlicensed LoRa radios and open source Meshtastic text messaging software.
The idea of a local, infrastructure-free communications mesh sounded useful, especially as we were about to sail into the Pacific.
Meshtastic
While conflicts and natural disasters are hopefully far away, on the smaller atolls there is no cellular network. With Meshtastic we could communicate over LoRa.

Over the hurricane season, the Meshtastic setup became quite extensive. Our boat has a Meshtastic node, plus a mast-mounted solar repeater. We both have Meshtastic cards that we carry with us. With these we can communicate with text messages over quite a long distance. And we get telemetry and alerts from the boat.
In Cartagena, Colombia we could hear the boat pretty much across the city. And since some of our buddy boats also run Meshtastic, we've even had conversations while offshore.
While the existing Meshtastic setup is serving us well, there is always room for improvement and new ideas.
Reticulum
Reticulum is a project that seeks to take this to a whole new level. It is a whole decentralized networking stack that allows anything from instant messaging and voice calls to full-on SSH sessions to be carried over a multitude of different interfaces. You can transport Reticulum over LoRa, Bluetooth, and also over regular TCP/IP networks. And if authorities didn't take a dim view on encryption in ham radio, it would also work over our HF radio. With store-and-forward mechanisms it can deal with intermittent connectivity.
Because your identity is portable, your connectivity can be fluid. You can be sitting at a desk connected to a fiber backbone one moment, and walking through a field connected only to a long-range LoRa mesh the next. To the rest of the network, nothing has changed. Your friends do not need to update your contact info. The messages they send do not bounce back. The network senses the shift in the medium and reroutes the flow of data automatically.
You are no longer a stationary node in a fixed grid. You are a wanderer in a fluid medium.
- The Zen of Reticulum
As it stands now, Reticulum is still quite an early system with rudimentary and tech-heavy user interfaces. But that seems to be about to change: the Columba app for Android seems about as user-friendly as Meshtastic or something like Signal. There's a lot of potential in that once it reaches a stable version.
Distributed development over Reticulum
In the meanwhile, there is one aspect of Reticulum we developers can benefit from immediately: Distributed development. With it, any rngit node running on Reticulum can be your "GitHub". Git history, issue tracking, release distribution is already there.
I recently switched my various programming projects over. We have rngit running on the boat NAS, and VPS running a mirror behind more consistent connectivity. And for now I also mirror the work periodically to GitHub for backwards compatibility.
Reticulum for software
What I think is worthwhile to explore is having machines interface with Reticulum. Just like we can tell our boat to switch lights on via a Meshtastic message, we should be able to do the same with Reticulum. And maybe there should be a NomadNet "site" for the boat showing status of the various systems.
Going further, maybe boats could share chart data, depth soundings, weather information with each other over this. The promise of VDES, but built from the grassroots perspective.
And maybe things like NoFlo should be able to communicate over Reticulum? Reticulum implementations exist for multiple programming languages, but for this we'd need a JavaScript port.
There's still a lot to study and to think about. Watch this space. Last time I noted that something is interesting, it took me to a ten year rabbit hole.
04 Jul 2026 12:00am GMT
26 Jan 2026
Planet 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.
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.
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.
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.
26 Jan 2026 9:34am GMT
05 Dec 2025
Planet 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:

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"
0
0 
05 Dec 2025 11:16am 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:
-
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
-
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.
-
a Livingston Portmaster3 RAS server
-
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






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