Minimum android device specs to use google ml kit - android

I'm looking for minimum device specs required for an android device to run google ml-kit without any problems. I could not find it on their official website.
Some of them I required to know were :
Architecture
OS
RAM
Min Camera resolution
If I missed anything it's important feel free to add. Thanks.

Theoretically, most ML Kit features support all android os with API level >= 16. Exceptions will be documented in each feature's page. For the camera resolution, it highly depends on each feature and the specific use case, there is no hard requirement so far that applies to all features.

Related

Compatibility issues of camera2 api in app

I want to open camera in app itself and click pictures automatically when function is called. Camera2 api is not compatible with all devices. I need solution so that the camera should be compatible with all devices. If there is any library that can solve my problem or any other solution?
crammeur gives a good advice:
You can use camera api ( developer.android.com/guide/topics/media/camera ) if your target android api < 21
But there is a bot more:
Actually, you can use the deprecated camera API regardless the target Android API. More than that, I recommend to use this old API for devices that has API >= 21, but feature a Legacy level of camera2 device.
But it is not good to rely on the backwards compatibility layer for devices with native camera2 support. The best practice is to have both solutions in your app, and choose the one that is best for specific device.
You can learn and reuse the code of some open-source libraries in your app, for example CameraKit-Android or Fotoapparat.

Criteria when targeting minimum Android API level

What criteria should a developer consider when choosing the minimum API level for his Android application?
According to the dashboard, only 3.2% of Android devices are using an API level that's less than 17. But are those devices worth accommodating for? Who is it that won't update their Android device? Are they hobbyists or test devices that will expect incompatibility with most apps?
Indeed, as a developer, you ought to decide if the number of users who would potentially download your app for those versions of Android is worth to put effort into developing the app for those versions.
Besides the distribution percentage, it depends on your target audience and the type of application you wanna create aligned with business goals.
As a matter of fact, you should take into account the compatibility of some API features you may implement such as hardware access permissions and so on.

ARCore Compatible devices

What are the next Android smartphones to be compatible with ARCore?
Is there a known list of future compatible devices yet? Maybe a general project schedule?
We are about to purchase some units for AR development assessments, at first we thought about trying one of the Tango devices out there (we already had a good experience with Tango), but our current bet is that the ARCore platform will beat it in terms of market share.
Currently, the compatible devices are only:
Google Pixel
Samsung Galaxy S8 (the non-plus version)
But obviously, we would prefer to choose from a wider variety (e.g. S8+, G6...)
I know that there is a known hack to make it work on other devices, but it is better to start on the right track with a compatible one while we still can.
Also, is there a way to run ARCore on emulator that connected to webcam?
For test purpose.
(I don't think this answer deserves the bounty, and I also don't think you'd get a worthy one any time soon. But let's roll anyway:)
So I did a bit of a research as to why are these the only devices supported. It's a tough question to answer of course, but we can speculate.
I read through the reddit on the subject (among other sources) and it seems that ARCore does not require some special hardware, but it does require a "calibration profile" per each specific set of camera, sensors, and builds. I.E. each device.
I've found this Medium article about what Apple had to do in order to calibrate their own ARKit coupled with some speculation about Google's calibration process.
WOW! Turns out it's a really heavy task. And it seems that Google has chosen these devices specifically because they've already undergone some initial calibration for other purposes. So it's even harder to start the calibration from scratch.
OK... So?
So... There seems to be mixed news here:
The good news is that ARCore does not rely on some fancy new hardware platform with some fancy new standards that are gonna be hard to enforce in an already highly fragmented market.
The bad news is that unless an automatic calibration process is invented, each device SKU needs to undergo a costly, lengthy and manual process. It's very hard to estimate the costs involved, and even harder to estimates the rewards.
Which brings us to where we started: My guess is that device manufacturers will not be quick to jump on the ARCore bandwaggon. Yet.
It seems that it's gonna take some time before you'd get a reliable answer to your question.
The current list of ARCore supported device manufacturers and models can be found here:
developers.google.com/ar/discover#supported_devices
To your last question around testing on the emulator, as of this week, you now run ARCore in the Android Emulator with a virtual AR camera:
https://developers.google.com/ar/develop/java/emulator
When you are using Android Studio 3.1, and Android Emulator v27.1.10, just create a new Android Virtual Device (AVD) for the Android Emulator that targets Android 8.1 Oreo (API 27) and verify that the back camera is set to Virtual Scene.
You will get the current list of ARCore supported device manufacturers and models below link.
ARCore Supported Devices
Here is a list of ARCore 1.4 Compatible Devices (last updated October 19th, 2018).

Starting to develop for Android, what SDK(s) should i choose to install?

I'm starting to broad my developer skills also to the Android development.
I installed all the tools and configurations and every thing seem great, As a default settings I install the 3.2 SDK, but there is not too much docs on that one, mode of what is out there is on the 2.x SDKs.
Is it like IOS, does android have a good backward computability? Can I stay with the 3.x and count on it (with the features that are in the 2.x SDKs) to work on 2.x phones? What are the common version in the Android devices this days? I have lots of newbie develop questions like that, as i want to start from a good starting point and there are lots of materials and tutorials over the web that are not up to date.
Also, does any one know about a good site for this kind of Q&A?
Thank you,
Erez
As of July 5th the version with the largest market share (59.4%) is 2.2 (API Level 8) as shown here
http://developer.android.com/resources/dashboard/platform-versions.html so Consequently I would recommend using that as a starting point unless you are solely focusing on the new honeycomb tablets (<1% market share).
As for backward compatibility, android is completely backward compatible for the most part. Unless of course you use a new feature that is only available starting with a certain API level. Google's Android market is good about only allowing apps that will run on a certain API being visible to that phones user. This is enforced by the API level as recorded in the manifest file that is created with every Android app and set by the developer.
To help you with the API level, the SDK docs show what API a feature/object started with in the upper left hand corner. You can also view the specific changes in each platform and it's corresponding API level at http://developer.android.com/sdk/index.html.
As for a good website to get started I would recommend the developer site at developer.android.com and this website of course. Also the book Android Wireless Application Development by Shane Conder and Lauren Darcey (2 ed) Is very good. (I am not connected with the book just currently reading it). Make sure you get the latest edition.
Hope this helps,
George
Above is good info, but it would be advisable to develop for 2.1 and up at the moment, considering as of this answer's writing, 2.1 makes up 17.5% of the market and 2.2 makes up 59.4% of the market.
http://developer.android.com/resources/dashboard/platform-versions.html
OP should also be advised that version 3.x is specifically for tablets, so that may not be the best choice for a starting developer. My advice is to go with 2.1. Most of the documentation is up to date with that, and you won't have access to things you don't need yet (fragments, tablet-specific things)
Hope this helps!
You can read about application forward and backward compatibility in the docs.
Generally apps are forwards compatible but not backward compatible - new APIs introduced in one version are not available in an older version.
This pie chart shows distribution of devices accessing the Android Market and based on this I would try to target devices using 2.1 or newer to cover most of your users.
Your decision should be based on whether you need a feature introduced in a specific version. For example, if you want to add NFC to your app, you'll need Android 2.3.3 or newer, but otherwise there's no reason to exclude older devices.
I recommend learning about Fragments and using the compatibility package to use them on targets below 3.0. This will make it easier to reuse view elements on both tablet and phone devices. Note that if you only intend to develop for phones, 2.3.4 is the latest phone version of Android at the time of writing. Later this year, 3.0 for tablets will merge with the phone version to provide a unified OS version as with iOS.
Android 3.2 is just released publicly on friday, July 15th. You can start-off with Android 2.3.3 and 3.2 installation and development.
Android applications are mostly forward compatible. (But not always)
The best place to find all your answers is developer.android.com

Android 2.1 vs 2.2

I have been developing for Android 2.2+ for the majority of the year. But when I look at the "List of Android Devices" on wikipedia, I see a substantial number of Android 2.1 devices. A lot of these may have never received OTA updates and some were released not that long ago. I've seen the readily available statistics about Android 2.2 being the most widely used, but I can't help feel like I'm cutting a big audience out.
I've seen a few differences between 2.1 and 2.2 (like with TabWidgets) but if I just dropped my SDK down to 2.1 what differences should I be aware of?
Is this even less relevant now, thoughts and experience welcome, or links to informative sources
As always, it depends on the specific features of your application. I don't want to talk you out of supporting 2.1. I'm certainly not an expert. But you have to weight how much work it is to make your application available to the last 20% percent of the market.
Although I like the idea of maintaining a lot of backward compatibility, I think it makes sense to support the "current and future market" more than spending a lot of effort to support older devices. Of course, if your application works well with older API levels that's great and you should obviously set it as such. Who knows, maybe adding support for 2.1 will take you less time than it took me to type this. :)
You can see up-to-date stats directly on the Android Platform Versions website.
I think the more interesting graph is the 2nd one that shows "number of Android devices that accessed Android Market" recently. (current one inlined here). So if you support 2.2 it looks like you're supporting over 75% of the market (and that number is only going to grow).
One other thing to watch out for is performance. In addition to features the pre-8 API doesn't support, older devices sometimes just don't have the performance of the newer ones. (Not always the case since there are dozens of devices.) One test device I used didn't support Live Wallpapers, not because of the API, but because the device just didn't have enough horsepower.
I'd definitely target 2.1 to get the largest audience.
The changes you have to be aware of are not huge, but can definitely stick you if you don't catch them.
A couple of things:
showDialog(int) can't take a Bundle as an argument in 2.l. The 2.2 call is: showDialog(int, Bundle)
You use a different function to access the SD card (also note that the SD card paths are different in 2.1 and 2.2)
I suggest using the android dev's reference pages feature of filtering by version. It'll make coding for 2.1 much easier.
http://developer.android.com/sdk/android-2.2.html
Personally I think you should just use the lowest you can support without damaging your functionality, features or UX.

Categories

Resources