Hosting a Website from Home on the Pi

Under many cases, one can easily host a website from home. There are a few technical requirements that must be satisfied. But provided that they can be satisfied, making a site available on the Internet from one’s home connection isn’t hard. That said, there are some reasons one might not want to do this, such as exposing their home IP Address, or any security flaws in their at-home web server making other devices on their network vulnerable if the web server has a security flaw. There are a few ways that this can be mitigated, including ensuring that the latest security updates are installed and not exposing unnecessary services to the Internet.

Before getting started, you will want to know whether your IP address is public or behind a network address translator. This is like the difference in having your own phone number or being in a phone pool in which all of the phones are identified by the same phone number. The easiest way to figure this out is to perform a Google Search on “What is my IP address” and compare that address to the one that is reported by your router. If those addresses are the same, congrats! You’ve got a public address. If they are not the same, then your network is behind a shared IP address. Solutions for hosting in this scenario involve having traffic routed from another computer that has a public address to one’s home address. That’s out of scope of what I am trying to do here.

If you have a public IP address, you will need access to your router settings. By default, routers will not direct incoming requests to devices on your network unless they are configured to do so. The exact interface used for applying these settings are manufacturer dependent. I’ll be showing the process on an ASUS router. If you are using a different router (or even another ASUS router) the interface will look different, but the concept is the same.

For a web server, I’m going to use a Raspberry Pi. The Pi doesn’t use a lot of energy or space. I can leave it on 24-7 in a place that is out of the way. Many of the same solutions for making web applications on the desktop also run on the Raspberry Pi. I’ll be using .Net Core. But someone could also use Node or a number of other solutions. I already have the .Net Core framework and SDK installed on my Raspberry Pi. I’ll just create a default website, as I’m not concerned with the content in it for not. To do this, I made a new folder that will contain the web site and used the following command.

dotnet new web

A few moments later, the Raspberry Pi has a “Hello World!” website build. To run it, use the following command.

dotnet run

The console will output the URL to the site. It will look something like http://localhost:5000. If you open a browser on the Pi to this URL you should see the text “Hello World” render. If you use the Pi’s IP address and try this from another computer on the network, it is going to fail. But why?

By default, the website is only binding to the loopback IP address ( or ::1). The site is only visible from within the computer. To change this, we could either have the site bind to a specific IP address (the Pi could have several IP addresses) or we could tell the site to bind to all network adapters on the computer. For .Net Core, we can change the address and port that the site binds to by editing Properties/launchSettings.json. Close to the bottom of the file is a setting named applicationUrl. It has a list of IP address/port combinations separated by semicolons (;). Add to this list the value http://*:5000 (feel free to use a different port number).

    "staticwebsite": {
      "commandName": "Project",
      "dotnetRunMessages": "true",
      "launchBrowser": true,
      "applicationUrl": "https://localhost:5001;http://localhost:5000;http://*:5000",
      "environmentVariables": {
        "ASPNETCORE_ENVIRONMENT": "Development"

Now if you return to the other computer and navigate, in your browser, to http://<ip address>:5000 you will see the text “Hello World. The site is not visible to other computers on your network. But what about other computers on the Internet? This is where you will need to look at your router settings.

Your home router’s ip address will usually be the same as what the computer reports as its gateway address. Depending on your operating system, you can see your computer’s network settings by opening a terminal and using the command ipconfig (Windows) or by using the command ip r (linux). Example output of both commands follow.

PS C:\Users\SomeUser> ipconfig

Windows IP Configuration

Ethernet adapter Ethernet:

   Media State . . . . . . . . . . . : Media disconnected
   Connection-specific DNS Suffix  . :

Ethernet adapter Ethernet 2:

   Connection-specific DNS Suffix  . :
   Link-local IPv6 Address . . . . . : fe80::e055:c0d4:65ac:49d1%3
   IPv4 Address. . . . . . . . . . . :
   Subnet Mask . . . . . . . . . . . :
   Default Gateway . . . . . . . . . :
pi@raspberrypi:~ $ ip r
default via dev wlan0 proto dhcp src metric 304 dev wlan0 proto dhcp scope link src metric 304

Type this IP address into your browser. You will need to know the user ID and password to your router, as it will likely ask you for them. Within your router, you will want to find the port forwarding settings. On my Asus Router, I can get to this page by selecting “Wan” and then selecting the “Virtual Server/Port Forwarding” tab. My router gives me a warning that ports 80 (usually used for HTTP) and ports 20 and 21 (used for FTP) are already used by the router for some services that it provides. I don’t actually have these services turned on, thus I wouldn’t run into conflicts. Nevertheless, I will use a different port.

Asus Router Port Forwarding Page

Let’s say that I want the world to access my site through port 8081. You may recall that my Pi was hosting its site on port 5000. It is not necessary for the ports to be the same. In my interface there is a switch to enable port forwarding.Clicking on “Add Profile” will create a new entry. For this entry, I need to specify this forwarding is for TCP traffic coming in on external port 80. That traffic should be forwarded to port 5000 on the address of my Raspberry Pi, which is

Port Forwarding Settings

After saving these settings, I turned off WiFi on my phone (to ensure it was not on the same network) and typed my home network’s IP address into my browser. I see the “Hello World” page. Great! But there is an issue here. I’m going to find it hard to remember my IP address. Also, my IP address changes every so often. Even if I keep track of it, it could change without notice. The solution to this is to use a Dynamic DNS. The router I’m using comes with this service built in. There are also options for networks where the router does not have this option.

On this Asus router, the option is under the Wan settings under a tab named DDNS. To enable the feature, I can set the option Enable the DDNS Client to Yes and select which DDNS service I want to use. If I use the default, the only setting I need to enter is the name that will be used as a portion of the domain.

Supported DDNS services for the Asus Router

For the other services, you will require additional information. I’ve used NO-IP before. I’ll use that one. Before using this service, you will want to visit and create a free account. After signing in, you can set your DDNS host names. You can have up to three domains setup on the free account. When setting this up, note that the IPv4 address defaults to that of the device from which this hostname is created.

DDNS Setup Screen

The actual domain used will be the concatenation of what is entered in the Hostname setting, followed by a period, followed by the domain selected from the drop down. Once you’ve saved this information, return to your router DDNS settings. Enter the complete host name, your NO-IP username, and password. After selecting “Apply” you should see a notification that the settings were successfully applied. Now, when you, or anyone else enter that domain name, your site will come up.

If your router doesn’t support a DDNS client, then you can build a DDNS updater on your Raspberry Pi. On your Pi, make a folder for the Dynamic Update Clienc (DUC). Enter that folder from a terminal and download and unpackage and build the DUC with the following commands.

tar vzxf noip-duc-linux.tar.gz
cd noip-2.1.9-1/
sudo make
sudo make install

The last command, sudo make install, will ask for your NO-IP account information. You will also be asked for an update interval (in minutes). Accept the default of 30 minutes. From hereon, the Raspberry Pi will update the DDNS.

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Raspberry Pi Heat Sink

Pi Touch Screen with Case

Installing .Net Core and Visual Studio Code on Chromebook

Having a portable light-weight development environment is important to me. I’m always on the lookout for a solution. There have been a number of solutions I’ve found for which I’ve been optimistic, but over a longer period of time they just haven’t worked out. Samsung had Linux on Dex, which allowed certain phones to run a full Ubunto Linux environment. But they later discontinued it and removed support for it. Microsoft Windows2Go, which allowed a full Windows environment to be installed on a portable USB drive and moved from one computer to another. I still have a few of these drives and use them, but Windows has dropped support for them and replacement drives are hard to find. I’ve managed to use a Raspberry Pi as a portable development environment before too. But now I have what looks to be an improved option. Many Chromebooks support a Linux environment.

I’m using a Samsung Chromebook Plus. While the unit that I have is older, it has seen some significant changes throughout its life. When I first received it, to edit code I had to use a code editor from the Chrome store. This was nowhere near the best editor that I have used, but it worked. The Chromebook later gained the ability to run Android applications. In the Google Play Store there were some code editors, but once again, not the best. My Chromebook has had a linux environment on it for a while, and I’ve recently installed the Visual Studio Code. Finally! A **real** code editor!

Before installing .Net Core or Visual Studio Code, the Chromebook must be enabled for Linux. Not all Chromebooks support this feature. To enable this feature, open the Chromebook settings. Search for “Linux.” If your Chromebook supports Linux you will see the option “Turn on.” Press the button and wait a few moments. The Chromebook will install the components needed for Linux. After the installation is complete, you may need to restart your Chromebook. Once the Chromebook has restarted you will have the program “Terminal” on your computer. If you open this, you will be within the Linux environment. Update the environment, and install a text editor to use at the terminal.

sudo apt-get update
sudo apt-get upgrade
sudo apt-get install nano

From within the terminal, you can install dotnet core the same way that you would on a Raspberry Pi. Visit and select “Downloads.” You will see options for downloading the .Net Framework or .Net Core. Select the “all .Net Core Downloads” link. The next screen has a list of the .Net Core downloads. At the time of this writing the most recent version is the .Net Core version 5.0. Select it to see the builds. My Chromebook uses an ARM processor, though there are some that use x86 processors. For my Chromebook I must download the ARM 32-bit Linux version. The next page will share a direct download link. Copy this link and open the terminal.

In the terminal, use the wget command to download the .Net Core installation. For the current version the command looks like the following.


After a few moments, the installation has downloaded. To install it, we must make a folder into which it till be installed, unpackage the tar file, and add this folder to the path.

sudo mkdir /usr/share/dotnet
sudo tar xvf name_of_archive.tar.gz
sudo nano ~/.profile

That last command will open your .profile file, which contains a list of commands that are run when you login. Go to the end of the file and add these two lines.

export PATH=$PATH:/usr/share/dotnet
export DOTNET_ROOT=/usr/share/dotnet

.Net Core is installed, but we need to restart the Linux environment before it will work. Right-click on the terminal icon in the task bar and select the option to “Shut down Linux.” When open it again, the changes will be applied. If you find yourself opening the terminal frequently.

Installing Visual Studio Code is easier. Navigate to You will see links to different editions of Visual Studio. Select the one for Visual Studio Code. Select the option to see More. On the next page select the download for the Linux deb ARM build of Visual Studio Code. After the file downloads, find it in your file system and double-click on it. An installer window will open. Select the option to Install. For me, the installation progress bar does not move for quite some time before it showed any change. After the installation is complete you can start it by typing ‘code’ in the command terminal or by finding it in your list of installed program.

Unencrypted HTTP on Android

Most network resources that I access with the Android applications that I build communicate over HTTPS. It isn’t often, but I sometimes access a resource over an unencrypted connection. This is usually the case for home automation and media control devices. One example of such an application is a Roku remote that I made for myself; the Roku accepts HTTP requests to simulate presses on the remote control. When I create something that needs to access resources over unencrypted HTTP, there’s a step I usually forget that leaves me wondering why I am receiving null responses back from my request.

When Android P was released, Google implemented a change to encourage developers to use encrypted HTTPS instead of unencrypted HTTP.

As part of a larger effort to move all network traffic away from cleartext (unencrypted HTTP) to TLS, we’re also changing the defaults for Network Security Configuration to block all cleartext traffic. You’ll now need to make connections over TLS, unless you explicitly opt-in to cleartext for specific domains.

Android Developer Blog, Dave Burke, BP of Engineering for Android

The most recent time that I forgot to enable unencrypted communication was perplexing. I was communicating with a device over UDP and HTTP, and I saw that the device was responding to the UDP requests and was a bit confused before I remembered the step that I had missed.

To enable unencrypted clear text communication generally within an application, there is an additional attribute that must be added to the <application> element in the application’s manifest.


That is going to enable HTTP traffic for all domains. I used this option for communication over a local network since there isn’t a specific domain that I can target for someone’s home connection. When there is a specific domain that your application must communicate with, you can create a network security policy permitting unencrypted communication to that domain. Before doing this, consider what information that your application is sending. If there is any personally identifying or sensitive information in your messages, then this option is not acceptable. If for some reason you cannot enable HTTPS (such as the domain being controlled by another entity) and you’ve reviewed the risks and consider them acceptable, then you can move forward with allowing unencrypted communication with that domain. To do that, you will need to create a new XML file resource in res/xml, giving it the name of your choosing. The contents of the file will look like the following. You will need to place the domain(s) of interest in the configuration.

<?xml version="1.0" encoding="utf-8"?>
    <domain-config cleartextTrafficPermitted="true">
        <domain includeSubdomains="true"></domain>

In the application’s manifest, add a reference to this policy. Assuming the above file is named “network_security_config.xml” the manifest entry would look like the following.

<application android:networkSecurityConfig="@xml/network_security_config" ... />

While using SSL/HTTPS is generally preferable and lower risks, there may be times when you must fallback on unencrypted clear text communication. When this happens, for Android-P and later your application must explicitly opt-in to clear text communication.

A Cellular Connection for the Raspberry Pi

I recently setup the Simcom 7600 on a Jetson Nano. When I spoke of it I had mentioned that there is also a version of the cellular model that is specifically made for the Raspberry Pi. After a few delivery delays I have one in my hands and am looking at it now. Since both the Pi and the Jetson are Linux based ARM devices and the models are both using the same chipset my expectation is for the setup to be similar. There are two primary versions of the device. The version that I am using was released in 2020 December. There are some slight differences in the labels on the headers between these models. The version that I use is also without an SD card slot. Some of the older versions have these.

When you purchase a Simcom 7600, there is usually a letter following that number. The letter lets you know which variant that you have. Different variants are best supported by mobile networks in different regions. E-H work best in Southeast and West Asia, Europe, and Africa. A-H are primarily for North America, Australia, New Zealand, Taiwan, and Latin America.

The Simcom 7600 connects to a Pi the same way you would connect any other hat. Well, mostly. There are some options in how it is connected. The most obvious way is to connect the 4G hat to the 40-pin connector. I used this method. To do so, I had to remove the cooling fan that I had on my Pi. Included in the box are a couple of standoffs and screws for securing the 7600 to the board. Personally, I feel that a Pi that is using a mobile connection should also have its own battery. To secure the board and my batter I had to use a different set of standoffs. But I’ve got everything working (minus the cooling fan).

The Simcom 7600 for the Pi has a couple of USB ports and jumpers on it. Before powering it on, I went to the documentation to see what these were all for. Starting with the yellow header, there is a jumper already bridging PWR and 3V3. This is to set a power-on option. In this default state, the SIMCOM 7600 will turn on any time that it receives power. If the jumper is moved to bridge PWR and D6, then the SIMCOM 7600 will be off by default, but the Pi can control the power state itself. A user can also control the state through the power button on the side of the device. A third option is to remove the jumper entirely. If the jumper is removed then the only way to control the devices power state is manually using the power button.

In addition to controlling power, you now also have the option to place the device in flight mode. The control flight-mode with the pi, bridge pins D4 and Flight with a jumper. If the jumper is present then then flight mode is controllable through software.

Just behind the headphone jack are another set of jumpers. The purpose of these headers was not immediately obvious to me at first. They are not mentioned in the manual. But they show up on the schematic for the SIMCOM 7600. This header is for deciding how communication with the SIMCOM 7600 will occur.

SIMCOM 7600 Communication Jumpers

The pins that lead to the SIMCOM chip itself are the TXD 3.3V and RXD 3.3V. These lines pass through a line converter to raise the signals to the voltage level that the SIMCOM uses. If the jumpers are in their top position (connecting U_RX to TXD 3.3V and U_TX to RXD 3.3V) then communication with the SIMCOM will occur over USB (specifically USBJ1). In the middle position, communication with the SIMCOM occurs over the Raspberry PI 40 pin header on pins 8 and 10 (P_TX and P_RX). In the lowest position, the USB port connects to the Pi with there being no connection made to the SIMCOM chip.

There is a second USB port on the board. What is that for? The second USB port connects directly to the SIMCOM itself. It has USB interface pins on the chip itself. That means that there are two ways to communicate with the SIMCOM 7600 chip.

There are only a few lines on the 40-pin header that interact with the SIMCOM 7600. I could restore the heatsink and fan to my SIMCOM 7600 and still allow the Pi to communicate over USB along with a few other lines. But I prefer to have the board secured to the Pi.

Leaving the settings in their default state, I’ll be communicating with the SIMCOM 7600 over both USB and using the 40-pin header. To minimize the number of things that I could forget to do that would result in the board being non-responsive, I’m going to leave it bolted to the board though to keep it more secure.

Before setup, ensure that you’ve updated the packages on your Raspberry Pi

sudo apt-get update
sudo apt-get upgrade

Ensure that the serial port on the pi is enabled. From the Pi desktop upen the Pi menu, select “Preferences.” Then select “Raspberry Pi Configuration.” In the Interfaces tab select “Enable” next to the “Serial Port” item. If it were not enabled before, you will need to reboot after you enable it.

Shutdown your Pi and remove power from it. Attach the 4G hat to the Pi and power it back up. You should see the Power light on the Pi illuminated solid red. If the Pi detects a cellular signal, the Net light will blink. If it is solid, ensure that you have securely attached the antenna and have the SIM card in place.

Open a command terminal and type

sudo lsusb

You will see some serial devices listed. Connect the Pi and the cellular modem using the USB port that is next to the cellular antenna. Then, from the command terminal, run the lsusb command again. You should see an additional item of hardware. If you do, then the Pi has detected the modem.

Let’s get the software installed. The drivers for the modem are in a *.7z file. You will need to install a tool for unarchiving the file. You also need to have a tool for interacting with the serial port.

sudo apt-get install minicom p7zip-full

Download and unpackage the example code for the SIMCOM 7600. Along side this sample code is the driver that is needed for the Raspberry Pi.

7z x SIM7600X-4G-HAT-Demo.7z -r -o/home/pi
sudo chmod 777 -R /home/pi/SIM7600X-4G-HAT-Demo

When the Pi boots up, we want it to initialize the SIMCOM board. To ensure this happens, open /etc/rc.local and add the following line.

sh /home/pi/SIM7600X-4G-HAT-Demo/Raspberry/c/sim7600_4G_hat_init

After initialization, you can start interacting with the Pi hat. As a test that it is responding, you can connect to it using the minicom utility and send some AT commands and see that is responds. You can connect to it using either port /dev/ttyUSB2 or /dev/ttyUSB3.

minicom -D /dev/ttyUSB2 -b 115200

Updating Android Content without Redeploying

On short notice I received an assignment to put together a quick, functional prototype for an application. The prototype only needed to demonstrate that some bit of functionality was possible. I wanted to be able to update some of the assets that were used by the application without doing a redeploy. Part of the reason for this is that the application was going to be demonstrated by someone in another city, and I wouldn’t be able to do any last minute updates myself through a redeploy. I managed to put together a system that allowed me to make content updates on a website that the demonstration device could download when the application was run. I’m sharing that solution here.

A few things to keep in mind though. Since this was for a prototype that had to be put together rapidly, there are some implementation details that I would probably not do in a real application; such as performing the downloads using a thread instead of a coroutine.

To make this work, the application by design loads assets from the file system. The assets that it uses are packaged with the application. On first run, the app will pull those assets from its package and write them to the file system. The application that I am demonstrating here loads a list of images and captions for those images and displays them on the screen. For the asset collection that is baked into the application, I only have one image and one caption.

To demonstrate, I’ve created a new sample application (as I can’t share the prototype that I made) that list the images that it has on the screen. For the initial, this is a list of a single image. If you would like to see the complete code, you can clone it from When the application is run, it downloads an alternative content set. The images I used were taken in the High Museum of Art in Atlanta.

The application with only the packaged content and the web content.
The application at first run and a run after the content download has completed

There are a few folder locations that I’ll use for managing files. A complete content set will be present at the root of the application’s file. There will be a subfolder that will hold partially downloaded files when they are sourced from the internet. Once a file is completely downloaded, it will be moved to a different temporary folder. If the application is disrupted while downloading, anything that is in the partial download folder is considered incomplete and will be deleted. A file that is present in the completed folder is assumed to have all of it’s data and will not be downloaded again the next time the application starts. Once all files within a content set are downloaded, they are moved to the root of the application files system. This is the function that is used to ensure that the necessary folders are present.

companion object {
    public val TAG = "ContentUpdater"
    val STAGING_FOLDER = "staging"
    val COMPLETE_FOLDER = "completed"

fun ensureFoldersExists() {
   val applicationFilesFolder = context.filesDir.absoluteFile;
    val stagingFolderPath = Paths.get(applicationFilesFolder.absolutePath, STAGING_FOLDER)
    val stagingFolder:File =  stagingFolderPath.toFile()
    if(!stagingFolder.exists()) {
    val downloadSetPath = Paths.get(applicationFilesFolder.absolutePath, COMPLETE_FOLDER)
    val completedFolder:File = downloadSetPath.toFile()
    if(!completedFolder.exists()) {

To package the assets, I added an “assets” folder to my Android project. By default the Android Studio project does not have an assets folder. To add one, within Android Studio, select File -> New -> Folder -> Assets Folder. Android Studio will place the Assets folder in the right place. Place the files that you want to be able to update within this folder in your project. Most of the files that I placed in this folder are specific to the application that I was working on and can largely be viewed as arbitrary. The one file that absolutely must be present for this system to work is an additional file I made named updates.json. The file 3 vital categories of data.

  "version": 0,
  "updateURL": "",
  "assets": [
      "url": "",
      "name": "assetsManifest.json"
      "url": "",
      "name": "image0.png"
      "url": "",
      "name": "caption0.txt"

The most important category of content are the names of the files that make up the content. The code is going to use these names to know what assets to pull out of the application package. The other two important items are the asset version number and the update URL for grabbing updates. We will look at those items in a moment.

We want the code to check the file system to see if updates.json has already been extracted and written. If it is not present, then the code will copy it out of the package and place it in the file system. If it is already present, then it will not be overwritten. The file is never overwritten during this check because the files that is there on the filesystem could be a more recent version than what was packaged with the application. After the application has ensured that this file is present, it reads through the properties for each asset. Each asset is composed of a url (that indicates where the resource can be found) and a name (which will be used for the file name when the file is extracted). In the above, all of the files have an empty string for the URL. If the URL is not blank, then the file is assumed to be part of the application package. The routine for pulling out an asset and writing it to the file is based on something that is fairly routine. It accepts the name of the file and a flag indicating whether it should be overwritten if the file is already present. You might recall seeing a form of this function in the previous entry that I made on this blog.

private fun assetFilePath(context: Context, assetName: String, overwrite:Boolean = false): String? {
    val file = File(context.filesDir, assetName)
    if (!overwrite && file.exists() && file.length() > 0) {
        return file.absolutePath
    try { { inputStream ->
            FileOutputStream(file).use { os ->
                val buffer = ByteArray(4 * 1024)
                var read: Int
                while ( { read = it } != -1) {
                    os.write(buffer, 0, read)
            return file.absolutePath
    } catch (e: IOException) {
        Log.e(TAG, "Error process asset $assetName to file path")
    return null

To ensure that the assetFilePath function is called on each file that must be pulled from the application, I’ve written the function extractAssetsFromApplication. This function is generously commented. I’ll let the comments explain what the function does.

fun extractAssetsFromApplication(minVersion:Int, overwrite:Boolean = false) {
    //ensure that updates.json exists in the file system
    val updateFileName = "updates.json"
    val file = File(context.filesDir, updateFileName)
    val updatesFilePath = assetFilePath(this.context,updateFileName, overwrite);
    //Load the contents of updates.json
    val updateFile = File(updatesFilePath).inputStream();
    val contents = updateFile.bufferedReader().readText()
    //Use a JSONObject to parse out the file's data
    val updateObject = JSONObject(contents)
    //IF the version in the file is below some version, assume that it is
    //an old version left over from a previous version of the application.
    //restart the extraction process with the overwrite flag set
    val assetVersion = updateObject.getInt("version")
    if(assetVersion < minVersion) {
    //Let's start processing the individual asset items.
    val assetList = updateObject.get("assets") as JSONArray
    for(i in 0 until assetList.length()) {
        val currentObject = assetList.get(i) as JSONObject
        val currentFileName = currentObject.getString("name")
        val uri:String? =  currentObject.getString("url")

        if(uri.isNullOrEmpty() || uri == "null") {
            //There is no URL associated with the file. It must be within
            // the application package. Copy it from the application package
            //and write it to the file system
            assetFilePath(this.context, currentFileName, overwrite)
        } else {
            //If there is a URL associated with the asset, then add it to the download
            //queue. It will be downloaded later.
            val downloadRequest = ResourceDownloadRequest(currentFileName, URL(uri))

When the application first starts, we may need to address files that are lingering in the staging or completed folder. The completed folder contains files that have successfully been downloaded. But there may be other files for the file set that have yet to be downloaded. If the file set is complete there will be a file named “isComplete” in the folder. If that file is found, then the contents of the folder are copied to the root of the application’s file system and are deleted from the completed folder. Any files that are in the staging folder when the application starts are assumed to be incomplete. They are found and deleted.

fun applyCompleteDownloadSet() {
    val isCompleteFile = File(context.filesDir, COMPLETE_FOLDER + "/isComplete")
    if(!isCompleteFile.exists()) {
    var downloadFolder = File(context.filesDir, COMPLETE_FOLDER)
    val fileListToMove = downloadFolder.listFiles()
    for(f:File in fileListToMove) {
        val destination = File(context.filesDir,
        f.copyTo(destination, true)

fun clearPartialDownload() {
    val stagingFolder = File(context.filesDir, STAGING_FOLDER)
    //If we have a staging folder, we need to check it's contents and delete them
        val fileList = stagingFolder.listFiles()
        for(f in fileList) {

To check for updates online, the application loads updates.json and reads the version number and the updateURL. The file at the updateURL is another instance of updates.json. Though if it is an update then it will contain a different set of content. The version in the online version of this file is compared to the local version of the file. If the online version has a greater number then it is downloaded. Otherwise no further work is done on the file. Any version of updates.json must have the url properties populated for the assets. If this value is missing, then the file is not valid. The download URLs and intended file names are collected (as the source URL might not contain the file name in it at all).

fun checkForUpdates() {
    thread {
        val updateFile = File(context.filesDir, "updates.json")
        val sourceUpdateText = updateFile.bufferedReader().readText()
        val updateStructure = JSONObject(sourceUpdateText)
        val currentVersion = updateStructure.getInt("version")
        val updateURL = URL(updateStructure.getString("updateURL"))
        val newUpdateText =
        val newUpdateStructure = JSONObject(newUpdateText)
        val newVersion = newUpdateStructure.getInt("version")
        if (newVersion > currentVersion) {
            val assetsList = newUpdateStructure.getJSONArray("assets")
            for (i: Int in 0 until assetsList.length()) {
                val current = assetsList.get(i) as JSONObject
                val dlRequest = ResourceDownloadRequest(

The downloadFiles function starts to get into the real work of what the component does. For any file, this function will make up to three attempts to download the file before it gives up on the file. The file contents are downloaded through the URL object. The URL object provides an outputStream to the resource identified through the URL. I’m arbitrarily downloading the file in 8 kilobyte chunks (8192 bytes). As mentioned before, the chunks are written to a temporary folder. Once a file is completed, it gets moved.

    fun downloadFiles() {
        val MAX_RETRY_COUNT = 3
        val failedQueue = LinkedList<ResourceDownloadRequest>()
        var retryCount = 0;
        while(retryCount<MAX_RETRY_COUNT && downloadQueue.count()>0) {

            while (downloadQueue.count()>0) {
                val current = downloadQueue.pop()
                try {
                } catch (exc: IOException) {
        if(downloadQueue.count()>0) {
            //we've failed to download a complete set.
        } else {
            //A complete set was downloaded
            //I'll mark a set as complete by creating a file. The presence of this file
            //markets a complete set. An absence would indicate a failure.
            val isCompleteFile = File(context.filesDir, COMPLETE_FOLDER + "/isComplete")

    fun downloadFile(d:ResourceDownloadRequest) {
        downloadFile(, d.source)

    fun downloadFile(name:String, source: URL) {
        val DOWNLOAD_BUFFER_SIZE = 8192
        val urlConnection:URLConnection = source.openConnection()
        val length:Int = urlConnection.contentLength

        val inputStream:InputStream = BufferedInputStream(source.openStream(), DOWNLOAD_BUFFER_SIZE)
        val targetFile = File(context.filesDir, STAGING_FOLDER + "/"+ name)
        val outputStream = targetFile.outputStream()
        val buffer = ByteArray(DOWNLOAD_BUFFER_SIZE)
        var bytesRead = 0
        var totalBytesRead = 0;
        var percentageComplete = 0.0f
        do {
            bytesRead =,0,DOWNLOAD_BUFFER_SIZE)
            if(bytesRead>-1) {
                totalBytesRead += bytesRead
                percentageComplete = 100F * totalBytesRead.toFloat() / length.toFloat()
                outputStream.write(buffer, 0, bytesRead)
        } while(bytesRead > -1)
        val destinationFile = File(context.filesDir, COMPLETE_FOLDER + "/"+ name)
        targetFile.copyTo(destinationFile, true, DEFAULT_BUFFER_SIZE)

That covers all of the more complex functionality in the code. How is it used? Usage starts with the constructor. When the ContentUpdater is extantiated, it will create the folders (if they do not already exists), extract the content from the application (if there is no content present) and clear the partial download folder. It does not automatically apply the new downloaded content to the application.

class ContentUpdater {

    companion object {
        public val TAG = "ContentUpdater"
        val STAGING_FOLDER = "staging"
        val COMPLETE_FOLDER = "completed"
    val context:Context
    val downloadQueue = LinkedList<ResourceDownloadRequest>()

    constructor(context: Context, minVersion:Int) {
        this.context = context


In theory, I could have the routine do this as soon as a complete download set is preset. But changing the content in the middle of a session within an application could cause problems. The application using the component could ask the component to apply downloaded content at any time through by calling applyCompleteDownloadSet(). I have the application doing this in the onCreate event of the main activity. That way the most recent content is applied before the reset of the application begins to get initialized.

There are a lot of scenarios that I might consider if I ever use something like this in a production application. This includes possibly notifying the user of the progress of the download, giving the user the option to load the new content once it is complete, and some other scenarios on handling having multiple versions of the application in user’s hands at once. I would also move the download code to either a coroutine (instead of a thread) or possibly a service (for larger downloads) and consider limiting the downloads to WiFi. I wouldn’t suggest the code that I’ve presented here to be copied directly into a production application, But it can be a good starting point if you are trying to figure out your own solution.

Runtime Extraction of Android Assets

If you needed to include additional information with your Android application that isn’t already supported by Android Studio and the various functionality natively, one solution is to place the content in the project’s Assets folder. By default, a new projects do not have an Assets folder. You can easily add one through the menu sequence File -> New -> Folder -> Assets Folder. Within this folder. Assets that you add to this folder will now be packaged with you app. They will also be compressed.

You have the option of not compressing the files. You may want to do this if the files are already in a compressed format and thus are not significantly reduced in size by additional compression. If you want a file type exempted for compression, you can direct the compiler to not compress it by making an addition to the build.gradle for the module. If I wanted txt files to be exempted from compression, I would make the following addition.

android {
    aaptOptions {
        noCompress 'txt'

Uncompressed files are easy to read. If I placed a files named “readMe.txt” in my assets folder, I can get an InputStream for the file with the following code line.

val myInputStream ="readMe.txt")

You may want to write the files out to the files system for faster access. The following function, when given the name of an asset, will return the absolute path to the location of the file derived from the asset. It first checks to see if the asset has already be extracted to a file. If it has not, then it will take care of extracting it. Accessing the assets this way has an advantage. After an application has been deployed, your application could at runtime check a web location for updated versions of the assets and write them to the file system. Without any further changes in logic, the application could just attempt to read the asset as normal and it will receive the updated version.

    fun assetFilePath(context: Context, assetName: String): String? {
        val file = File(context.filesDir, assetName)
        if (file.exists() && file.length() > 0) {
            return file.absolutePath
        try {
   { inputStream ->
                FileOutputStream(file).use { os ->
                    val buffer = ByteArray(4 * 1024)
                    var read: Int
                    while ( { read = it } != -1) {
                        os.write(buffer, 0, read)
                return file.absolutePath
        } catch (e: IOException) {
            Log.e(TAG, "Error process asset $assetName to file path")
        return null

In my next entry, I’ll be using this function to create an application that can also update its content from online content.

Samsung provides some Clarity in the Google Wearable Collaboration

At the last Google IO Conference, Google made a rather ambiguous announcement about their partnership with Samsung and watches. Samsung currently sells their Gear watches running an operating system that they made in collaboration with a few other companies. In the announcement, Google said that they were combining their Wear OS operating system with Samsung’s Tizen operating system. What exactly does this mean? There was not clarification given during the conference. Looking at the conference sessions, there were two sessions on development for Google’s Android OS.

Generally speaking, one can’t just combine two operating systems. They could build a different operating system that has support for the applications from another OS or take designs from the UI of an OS and apply it to another. But there isn’t anything meaningful in the phrase “Combine operating system.” Jumping over to the Samsung Developer forums, I found there were people with similar questions, all of which were met with the reply “We can’t give you more information at this time.”

Information was finally made available earlier this week. In summary, Samsung is going to adopt Wear OS (Android) for their watches. They said that they will support the existing Tizen based watches for another three years. That announcement was surprisingly more direct than I’ve seen Samsung be with other products that they sunset. What I’ve usually seen is that new versions of a product stop coming without any announcement being made (Their Tizen based Z phones, the Gear 360, and Gear VR headsets are all examples of products for which this happened).

If you would like to see the announcement yourself, you can view it in the YouTube video below. The part of interest can be found at time marker 11:25 and continues to the announcement of 3 years of Tizen support at time marker 16:38. What exactly is meant by “support” could still get more clarification. I expect this to at least mean that developers will be able to submit and update applications for the next few years, but Samsung will be giving significantly less resources to Tizen wearable.

This leaves Samsung’s TVs as their last category of hardware that uses the Tizen operating system.

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Testing a Faraday Bag with AirTags

Among my many gadgets I have a Faraday Bag. Faraday bags are essentially a flexible version of a faraday cage. Such devices contain metalic content and prevent the passage of radio signals. You have probably seen various applications of this, such as wallets or envelops designed to prevent an NFC credit card from being read, or the metalic grid in the door of a Microwave oven that prevents the microwave radiation from getting out.

I won’t get into the physics of how these work. But it is worth noting that a Faraday cage may only work for a range frequencies. A cage that prevents one device from getting a signal might not have the same effect on another that uses a different frequency. While I’ve seen that my Faraday Bag has successfully blocked WiFi and cellular signals from reaching my phone and tablet, I wanted to see if it would work with an AirTag. For those unfamiliar, the AirTag is Apple’s implementation of a Bluetooth tracking device. Another well known Bluetooth tracker is from Tile. The fundamentals of how these devices work is essentially the same.

AirTags on top of Faraday Bag

The trackers are low-energy Bluetooth devices. If the tracker is near your phone, the phone detects the signal and the ID unique to the tracker. The phone takes notice where it was located when it looses signal to the tracker and generally assumes that the tracker is in the last place that it was when it received a signal. That isn’t always the case. The tracker my have been moved after the phone lost the signal (think of a device left in a taxi). The next method of locating that these devices use is that other people’s phones may see the tracker and relay the position. For the Tile devices anyone else that has the Tile app on their phone effectively participates in relaying the position of tiles that they encounter. For the AirTag anyone with a fairly recent iPhone and Firmware participates. My expectation is that that the ubiquity of the iPhone will make it the location network with more coverage. As a test, I gave an AirTag to a wiling participant and asked that they keep the device for a day. When I checked in on the location of the Device using the “Find My” app on the iPhone, I could see the person’s movements. On a commute to work, other iPhones that the person drove by on the Interstate reported the position. I could see the person’s location within a few minutes of them arriving at work.

There are some obvious privacy concerns with these devices. Primarily from an unwilling party having an AirTag put in their belongings. Apple is working on some solutions for some of the security concerns, though others remain. I thought about someone transporting a device with an AirTag that may not want their location located. One way to do this is to remove the battery. Another is to block the signal. Since I already have a Faraday Bag I decided to test out this second method.

I found that my Faraday Bag successfully blocks the AirTag from being detected or from receiving a signal. You can see the test in the above video. This addresses one of the concern for such trackers, though not all of them. This is great for an AirTag that one is knowingly transporting. For one that a person doesn’t realize is in their belongings, a method of detection is needed. For iPhone users, the iPhone is reported to alert a user if there is an AirTag that stays within their proximity that is not their own. Results from others testing this have been a bit mixed. The AirTags are also reportedly going to play an alert sound if they arenot within range of their owner for some random interval between 8 and 24 hours.

Presently, Android users would not get a warning. Though Apple is said to be working on an application for Android for detecting lingering AirTags. In the absence of such an application, I’ve tried using Bluetooth scanners on Android. The Airtag is successfully detected. The vendor (Apple) can be retrieved from the AirTag, but no other information is retrievable. I’ve got some ideas on how to specifically identify an AirTag within code for Android, but need to do more testing to validate this. This is something that I plan to return to later on.

I purchased this Faraday Bag some time ago. The specific bag that I have is, from what I have found, no longer available. But other comparable bags are available on Amazon.

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Faraday Bag for Phones

Faraday Bag for Tablets and Phones.

Silicon AirTag Case

Silicon AirTag Case

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Controlling WiFi State in an Android App

Many apps require a network connection. Provided the connection meets bandwidth requirements, the apps don’t typically care how that connection is established. But for applications that engage in controlling home devices the application may specifically want to communicate over WiFi. In Android there are two ways that this has been handled. Some applications will turn on WiFi if it is turned off. Others may prompt the user to turn on WiFi.

Of the two options, the application turning on WiFi is an approach that is not supported on Android Q and later. This is part of the privacy changes in Android Q. For older versions of Android, controlling the WiFi could be performed though the WIFI_SERVICE.

val wifi = getSystemService(WIFI_SERVICE) as WifiManager
    wifi.isWifiEnabled = true;

If you try this now, Android Studio will give a deprecation warning. To have the user change the WiFi state the application can open the WiFi control interface for the user. Rather than dump the user into the WiFi control interface, it is generally better to prompt them first. The WiFi control UI can be opened with an intent for ACTION_WIRELESS_SETTINGS.


An easy way to prompt the user is to use the AlertDialogBuilder. A complete solution looks like the following.

    fun checkWifiState() {
        val wifi = getSystemService(WIFI_SERVICE) as WifiManager
        if(!wifi.isWifiEnabled) {

            val dialogClickListener =
                DialogInterface.OnClickListener { dialog, which ->
                    when (which) {
                        DialogInterface.BUTTON_POSITIVE -> {
                        DialogInterface.BUTTON_NEGATIVE -> {

            var builder:AlertDialog.Builder = AlertDialog.Builder(this) as AlertDialog.Builder
            builder.setMessage("WiFi must be enabled. Do you want to open the WiFi controls?")
                .setPositiveButton("Yes", dialogClickListener)
                .setNegativeButton("No", dialogClickListener)

Waveshare 7600X Jetson Schematic Review

I’ve been using the Waveshare 7600 4G for the Jetson Nano (hereon referred to simply as the 7600). It gives the Jetson a connection for 4G mobile networks, GPS, and the ability to make and receive phone calls and SMS. (If you are looking for information on getting a WiFi connection see this post.) The Waveshare 7600 4G is a board built around the SIMCOM SIM7600X, an integrated circuit for providing communications functionality for a mobile phone. Waveshare makes variations of this device for both the Raspberry Pi and the Jetson Nano. While there is a wide amount of overlap in the usage of both devices, there are differences that are not immediately apparent from the top-level documentation. That said, reading documentation on one gives insight in using the other. The pin assignments used differ, but most of usage and functionality are the same.

When I initially looked at the Waveshare 7600 4G for the Jetson, there were elements of usage that didn’t make sense to me without consulting documentation from the chip maker and the schematic provided by Waveshare.

You don’t need to be familiar with the electrical schematic for the Waveshare board to use it. But if you would like more insight as to what the board is doing, continue reading.

SIMCOM 7600 Pinout

A quick glance of the pinout for the SIMCOM 7600 integrated circuit gives hints at a number of interfaces the chip supports. There are pins for power control, USB data transfer, interfacing to an SD card, GNSS, Flight mode, I2C, a UART interface, functionality concerning batteries, and analog to digital conversion. While the SIMCOM 7600 supports all of these interfaces, the Waveshare 7600 board built around this supports a subset of these interfaces; some of the lines on the SIMCOM 7600 are not connected to an external interface.

The schmatic that Waveshare provides is available on their Wiki at this URL. In the center of the schematic is the SIM7600.


Looking at this part of the diagram alone, you might notice that the pins labeled SCL and SDA are both tied to the positive voltage source instead of to other circuitry. These labels are associated with an I2C interface. Since the Waveshare’s board does not bridge the I2C pins between the Jetson Nano and the SIMCOM 760X, there is no I2C that you can use. Let’s take a look at how Waveshare’s device is connected to the Jetson Nano’s 40 pin header.

Waveshare Jetson Interface

Here you can see that the Waveshare board connects to some voltage and ground lines on the 40-pin interface. The only pins related to functionality used are pins 8 and 10 on the Jetson, which connect the Jetson’s UART to the SIMCOM 7600’s UART, and pins 31 and 33 on the Jetson, which connect to pins labeled D6 and D13 on the Waveshare board. Let’s trace these lines.

The two UART lines don’t connect directly to the SIMCOM 7600X. Instead they pass through a pair of switches and an integrated circuit identified as TXB0108EPWR. According to a datasheet (PDF), this circuit is a level shifter.

This circuit isn’t providing any additional signals. It allows the SIMCOM 7600, which uses 1.8 volt signaling, to communicate with the Jetson Nano over 3.3 volt signaling. The two switches allow the SIMCOM 7600’s UART and Jetson’s UART to be disconnected from each other. It is also possible to connect directly to the 3.3volt side of this circuit through pins exposed on the board.

Waveshare UART switch

There’s a schematic for the USB port. There’s nothing significant in the USB connection that you need to know. When I first got my hands on this board I was wondering why there were interfaces for both USB and a UART. Why are there two connections? This was answered by reading the SIMCOM 7600 documentation. The 7600 can accept AT commands over either interface and perform data transfers over either interface. The USB port is set to suspend if it is not used within some time period. It becomes active again during certain wake events.

In the Waveshare Wiki, developers are instructed to set a pin of the Jetson Nano to high and then low to ensure that the Wavesare device is turned on. The following is a script that can Waveshare provides for doing this.

echo 200 > /sys/class/gpio/export 
echo out > /sys/class/gpio200/direction 
echo 1 > /sys/class/gpio200/value 
echo 0 > /sys/class/gpio200/value 

There is not an explanation given as to what this is doing. GPIO200 is connected to pin 31 on the Jetson’s 40 pin header. Pin 31 leads to a pin labeled D6 on the board. What does pin D6 do? On the schematic we find that D6 terminates on a jumper.

D6 on Schematic

Layouts on an electrical schematic don’t necessarily map spatially. Looking at the physical connector in question, we can see more of what it does.

Closeup of D6

There is a jumper that can either bridge D6 to PWR, or bridge the 5V supply to power. In the above since PWR and 5V are connected, the PWR line will always be highm and pin 31 on the Jetson Nano is free for other purposes. If D6 and PWR are bridged, then the Jetson controls the power state of the board. The SIMCOM 7600 could go to a lower power mode for a number of reasons. This could include receiving a command instructing the SIMCOM 7600 to go to a lower power state. Pulsing this line will wake the SIMCOM 7600 up. If we look a little deeper at the schematic, we find PWR does not go directly to the SIMCOM 7600. It passes through another circuit.

Circuit for PWR signal

The end of the circuit labeled POWERKEY is connected to the SIMCOM 7600’s line of the same label. According to the SIMCOM 7600 documentation, connecting the power line to ground will power the unit on. (the POWERKEY line is connected to positive 1.8V internally within the SIMCOM 7600). The end result of this circuit could almost be viewed as being like an inverter; the high voltage from D6 or PWR results in the POWERKEY pin connecting to ground (low signal) and powering on. Sending a low signal to PWR causes the POWERKEY to be driven high by it’s internal resistor, which powers the SIMCOM 7600X off.

There is a circuit labeled “Flight Mode” that does something similar. The Flight Mode circuit bridges Pin 33 from the Jetson Nano to a pin on the SIMCOM 7600X labeled “Flight Mode.” As you may have inferred from using a phone, activating Flight Mode disables the radios within the SIMCOM 7600X.

Flight Mode circuit

There are a few other components on the schematic that don’t involve any signaling with the Jetson Nano. Of course, there is also the circuit that connects to the SIM card. Waveshare has also supplied a circuit for interfacing with earphones and a microphone. To use this feature you only need to connect a headset to the jack on the board.

There are three more interfaces on the schematic for the antennas. Two of these antennas are self-explanatory. The GNSS connector for a GPS antenna. The Main connector for a cellular antenna. There is a third antenna that is labeled as AUX on the Waveshare board, and DIV Ant on the schematic. While not strictly necessary, connecting an antenna to this connector can enhance the 4G performance of the SIM 7600.

That covers all of the circuits that connect to the Waveshare 7600X 4G.

See other posts on the NVIDIA Jetson.

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Shaders on Chrome and Multi-GPU Systems

I have been working with graphic shaders on Chrome. There is a lot that you can do with Shaders alone. If you are running a recent version of Chrome, have a decent GPU in your computer, and want to see what you can do with them take a look at for samples of the type of real time graphics that can be done with them. I will not talk about how shaders work here though. I want to talk about a performance problem I encountered and how I got around it.

I usually use a 27-inch iMac running Windows for day to day work.  The computer has a GPU that was made for mobile computers. Having been manufactured back in 2014 as you might guess it is a pretty weak GPU. To address some of the shader performance problems that I encountered I tried using en eGPU (external GPU). But I did not see the performance gains that I had expected. Shader performance was even worst when I tried running shaders with Chrome on the GTX 1080 that was in the external GPU.

What was going on? I decided to look at the Chromium source code to get an idea for this. Chrom(e|ium) uses a library called Angle for its low level graphics calls. Angle abstracts away the underlying graphics API so that someone can use the same source base for more than one type of device. On Windows machines the low level graphics APIs are generically referred to as DirectX. DirectX is a family of APIs with Direct3D being the set of DirectX APIs focused on 3D graphics. Angle supports Direct3D versions 9 and 11. Chrome uses Direct3D 9 though.

Looking in the Angle source code it did not take long to find the source of my problem. The lines of interest are in the constructor and in the initialize() method. In the Constructor the member mAdapter is set to a value that is used to select the graphics adapter to be used. It is set to D3DADAPTER_DEFAULT. This value usually resolves to the adapter that has the desktop that is marked as the primary adapter. In the initialize() method this value was passed to Direct3D9::CreateDevice.   In my case this was the built-in  AMD Radeon R9 M295X. The shaders were running on this card and the output was being copied over to the GTX 1080 for display. Once I knew this getting the problem resolved was easy. I set the GTX 1080 to the primary display adapter, logged out of my computer, and logged back in. After this performance was great!

It was still possible to get bad performance though. If I moved Chrome back to the built-in display it appears that there were performance penalties from the memory being copied from the GTX 1080 back to the built in adapter. On other machines the penalties might not be as severe.

What does my setup look like? I use the Sonnet eGPU cases (I have got two) and usually have an NVidia GPU in one and an AMD GPU in the other. The Apple computer that I am using does not have the USB-Thunderbolt 3 adapter interface that is used by these cases. I must use a Thunderbolt 3 (USB-C) to Thunderbolt 2 adapter to make this work.


HDMI Capture on the Raspberry Pi

Back in January I tweeted about an HDMI capture device that for the Raspberry Pi. I’ve only recently have gotten a chance to use it. The device, known as the “HDMI to CSI-2 module”, works with the Raspberry Pi. Overall my experience was positive, though I found that this device has limitations that, if not previously known, can result in some frustration. The device connects to the CSI-2 camera interface and presents itself as a camera. The utilities and scripts that you may have used with the Raspberry Pi also work with this device without modifications. Along with the HDMI capture module the package contains the cable needed for connecting it to the full size Raspberry Pi and a second cable for use with a Raspberry Pi Zero.

One of the first uses that came to mind with this device is that I could use camera options beyond the official Pi cameras. The camera that I have about the house produce clean HDMI signals. They already have a range of lenses, ranging from some macro lenses for pictures of small items close-up and a 2132 millimeter Schmidt–Cassegrain for astrophotography.

My smallest lens next to my largest lens. Both of which are not available for use on the Pi through my digital camera.

The first time I tried to use the capture device with one of my cameras, it didn’t work. I received a non-descriptive error that is primarily associated with non-working or improperly installed cameras.

mmal: mmal_vc_component_enabled: failed to enable component: ENOSPC
mmal: camera component couldn't be enabled
mmal: main: Failed to create camera component
mmal: Failed to run camera app. Please check for firmware updates

Thankfully, this isn’t indicative of an actual hardware failure. The capture device works with a limited set of resolutions and refresh rates. For 1080p video signals, the maximum refresh rate is 25 fps.

ResolutionRefresh Rate (fps)
Supported Resolutions

After making adjustments to the output settings of my camera, I was successful in using it with the HDMI capture.

The camera was the first device that came to mind, but it could work with non-camera HDMI sources too. I connected a Nintendo Switch to the device and it captured from the switch just fine. Provided that the signal is within the resolution and FPS range and is not an encrypted (HDCP) signal, it works.

Comparing the HDMI capture device to the Raspberry Pi cameras, there were a few differences to note. While it may be easy to assume that the digital photo camera paired with this device is better than the Raspberry Pi cameras, that isn’t necessarily the case. “Better” is a matter of what satisfies the requirements for a solution. If that solution requires high physical portability, the photo camera’s size could be a disadvantage. Using an external camera also ads to external power needs; the external camera will need to have it’s own battery or power supply. The official Raspberry Pi cameras run off of the Raspberry Pi’s power.

HDMI to CSI-2 Module next to Raspberry Pi Camera

The Pi cameras offer some higher resolutions than one can capture with the HDMI capture device. Resolution is an attribute of quality, but not the only metric for quality. I hesitate to label the higher resolution as higher quality because there are cases where a lower resolution camera may be rated better on other quality metrics, such as clarity or dynamic range, or may have attributes that make it a better fit for a specific application, such as a different shutter angle.

The Raspberry Pi HQ camera (recognizable from it’s C-mount for attaching a lens) can capture still photographs of up to 4056×3040 pixels. The Raspberry Pi Camera v2 captures stills at up to 3280×2464 pixels. For video, all of the cameras have the same resolution. Keep in mind though at these higher resolutions since the device is receiving stills and not video frame the rate of capture will be much lower.

ResolutionFrame Rate (fps)
Raspberry Pi Camera Framerates

How did it work? After trying it on a Raspberry Pi with a Nintendo Switch I would rate the capture device as being okay. It isn’t stellar, but it isn’t bad either. It provides a way to interface with HDMI sources. During the process of recording, it appeared there were frames that were dropped. The playback confirmed this. I was wondering if the dropped frames were due to the speed of the memory card in the Pi or from some computational limits on its ability to encode the video to .H264. The next thought that came to mind was to try it with the Jetson Nano. Sadly, while the Jetson Nano uses the CSI-2 interface, at the time of this writing it is not compatible with the Jetson Nano.

Google IO Conference Registration Open

For reasons I’m sure are widely known, Google will be holding its annual I/O conference this year virtually. The conference will be held from 18-20 May, 2021. Registration is free and open to all at The schedule of sessions is expected to be posted before the month of April is over.

Nvidia GPU Technology Conference, 12-16 April 2021

Registration for Nvidia’s GPU Technology Conference (GTC) is now open at no cost. From April 12 to April 16, Nvidia will be offering online presentations with an emphasis on AI applications. The presentations go into the industries of healthcare, networking, game development, robotics, and more. Over 1,600 sessions are listed in the session catalog. Much like last years conference, this conference will be going around the clock. Don’t be surprised if you see a session scheduled for 3:00AM or 10:00PM. If you don’t manage to catch a presentation live you can watch a presentation later once the recording is posted.

Register Now

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Making your Android App an Android Instant App

Android Instant Apps offer a way for users to try out your application without fully installing them. An instant app can be launched from a link. A link on a website could launch your Instant App without the user needing to check to ensure that they have the application installed first. This allows someone to experience the intended experience in only a few moments. I’m very much a proponent of Instant Apps since they potentially make it less necessary to review what apps have not been used in a while as candidates for removal to manage the storage on a device; if a system becomes low on resources, the device will removed the cached instant apps as needed. If an application is Instant App enabled, the Play Store will present both a “Try Now” and “Install” button

If an application is made of several modules, only the modules needed for the instant app to run are downloaded. This is enabled through AABs(Android Application Bundle). Later this year, in August 2021, Android apps published through Google Play must be packaged as AAB instead of an APK. A key difference in the AAB and APK is that the AAB contains the binaries and files for all variants of your application (ARM, ARM64, x86) and the layouts. Google Play will then use dynamic delivery to ensure that the components that a specific device needs are delivered to that device.

Since only the components that are needed are downloaded, the user does not have to wait on the entire application package to download for the application to open. This process is faster than downloading and installing regular applications; it is perceivably instant in some cases. Instant applications must be limited to 15 MB in size.

To use the Instant App feature, your application must support Android 5.0 at minimum. Though after November 2021 developers will be required to target Android 11. No, this doesn’t mean that support is dropped for people with older phones. An Android application’s build.gradle has both a targetSdkVersion attribute and a minimumSdkVersion attribute. The minimum version can be lower than the target version. Android 8.0 (API target 26) and higher provides some advantages when a user moves from using the Instant app to installing the application. If the user decides to install the application, this is considered an upgrade. The data that the application has stored on the user’s device will migrate to the full application. For API 25 and before the data transfer is not automatic. The Storage API will need to be used to transfer the data manually.

For much of the documentation that is available today it is suggested that when creating your Instant App that you ensure a check box is checked at the time of the application creation. Looking in Android Studio today this frequently mentioned checkbox does not exists. If you encounter this, you may be looking at documentation based on older versions of Android Studio.

In Android Studio you will want to ensure the Instant App SDK is installed. In the SDK Manager you will find it under the “SDK Tools” tab. The item is titled “Google Play Instant Development SDK.”

Create an Android application. To enable the instant app feature, a few modifications are needed. You can make these modifications manually or through a menu option. To make the change through the menu option right-click on your app’s module, select “Refactor” and then “Enable Instant Apps Support…”

Selecting this menu option makes changes to your application’s Manifest and the App level build.gradle. In AndroidManifest.xml, a new namespace is added to the root element. An item specifying a sandbox version is also added to the element.


An additional element is added to the manifest named <dist:module /> with an attribute dist:instant set to true. You can add an optional dist:title attribute with a string that may be presented to the user to identify your application.


In the module’s build.gradle, a dependency is added for Google Play’s instant app services.

implementation ""

While this enable’s an application for instant launch, there are other considerations that you will want to make for the best experience. This includes potentially dividing your application into modules to put the most essential features that will be available in the Instant app in a smaller module for quick launch while the other features of your application are in another module. Presently, instant apps are limited to 15 megabytes. One strategy may be having activities for viewing data in a module (so that user’s can view data that your application’s services offer) with some light-weight editors and placing a more capable editor and other application features in a different module.

There are several ways to test your Instant App. One way is through the Google Play development console. You have the option of your Instant app and the full install as being the same or separate applications. If they are separate, they don’t even need to be in the same project. They do need to use the same package name. If you decided for them to be different projects, then their version numbers must be different. The Instant App needs to have a lower version number than the full application. The transition from the instant app to the full app, should the user decide to perform an install, is treated as an upgrade.

Within the console, upload your full application as you normally would within the choses testing track. After it is uploaded, select your application from the console and select “Advance settings.” Under the tabs, select “Release Types” and then select the button to add a new release type. “Google Play Instant” is the type that you want to add.

In the development console select the option to make a new release. You will now have a drop-down where you can select the release type. Select “Google Play Instant.”

You will be prompted to select or upload an application package. If your instant application is the same as your full application, here you can select the previously uploaded AAB. Otherwise, upload the instant version of the application. After filling in the information for the release, you are done, but possibly not ready to test.

When I uploaded my first instant app, the process was a bit frustrated by not knowing that the Instant App isn’t necessarily available in the Google Play Store instantly. For me, the full application showed, but the Instant app was nowhere to be found. It can take a day (and sometimes longer) for the option to try the application to show up. Have a bit of patience here. The instant version of your application will (ironically) become available with time.

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