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Rapid Android Development


Build Rich, Sensor-Based Applications with Processing

This PDF file contains pages extracted from Rapid Android Development, published by the Pragmatic Bookshelf. For more information or to purchase a paperback or PDF copy, please visit http://www.pragprog.com. Note: This extract contains some colored text (particularly in code listing). This is available only in online versions of the books. The printed versions are black and white. Pagination might vary between the online and printer versions; the content is otherwise identical.
Copyright 2013 The Pragmatic Programmers, LLC. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form, or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior consent of the publisher.

The Pragmatic Bookshelf


Dallas, Texas Raleigh, North Carolina

Rapid Android Development


Build Rich, Sensor-Based Applications with Processing

Daniel Sauter

The Pragmatic Bookshelf


Dallas, Texas Raleigh, North Carolina

Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and The Pragmatic Programmers, LLC was aware of a trademark claim, the designations have been printed in initial capital letters or in all capitals. The Pragmatic Starter Kit, The Pragmatic Programmer, Pragmatic Programming, Pragmatic Bookshelf, PragProg and the linking g device are trademarks of The Pragmatic Programmers, LLC. Every precaution was taken in the preparation of this book. However, the publisher assumes no responsibility for errors or omissions, or for damages that may result from the use of information (including program listings) contained herein. Our Pragmatic courses, workshops, and other products can help you and your team create better software and have more fun. For more information, as well as the latest Pragmatic titles, please visit us at http://pragprog.com. The Android robot is reproduced from work created and shared by Google and is used according to terms described in the Creative Commons 3.0 Attribution License (http://creativecommons.org/licenses/by/3.0/us/legalcode). The team that produced this book includes: John Osborn (editor) Potomac Indexing, LLC (indexer) Molly McBeath (copyeditor) David J Kelly (typesetter) Janet Furlow (producer) Juliet Benda (rights) Ellie Callahan (support)

Copyright 2013 The Pragmatic Programmers, LLC.


All rights reserved.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form, or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior consent of the publisher. Printed in the United States of America. ISBN-13: 978-1-93778-506-2 Encoded using the finest acid-free high-entropy binary digits. Book version: P1.0April 2013

Preface
Processing is a favorite among artists and designers and widely popular among developers who look for a productivity edge.1 The programming language and environment has developed from a sketching tool to a production environment for a range of operating systems and platforms. The Android mode, introduced to Processing with the release of version 2.0, now makes it as easy to develop Processing apps for the Android as for the desktop. Initiators Ben Fry and Casey Reas have promoted software literacy since 2001 using Processing, a free open source tool that can be used by individuals at any level of programming experience. The Processing project thrives on the support of its generous online community, whose members encourage collaboration and code sharing and are responsible for one of Processings most important features: its libraries. Libraries have made Processing the versatile and capable coding environment that it is today. Members have contributed more than 130 libraries to Processing over the last decade. I have extensively used Processing in the classroom during the past eight years and have realized various projects with it, sometimes in conjunction with Processings sister project, Arduino.2 In 2010, I started the Ketai (the Japanese term for cell phone culture) library with Jesus Duran,3 which brings Android hardware features to Processing and makes it possible to work with sensors and hardware devices using simple and easyto-read code. In comparison, developing Android apps in Java using the standard Eclipse IDE entails a much steeper learning curve,4 one that requires a programmer to master both the syntax of a modern object-oriented language and the features of a complex development environment. In Processing, we can see results
1. 2. 3. 4.
http://processing.org/ http://arduino.cc/ http://code.google.com/p/ketai/ http://developer.android.com/sdk/eclipse-adt.html

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immediately because we are working with a straightforward syntax and a wide range of libraries and tools designed specifically to support visually lavish and highly interactive applications. Android users expect a rich, interactive mobile user experience from their phones and tablets, one that takes full advantage of their touch screens, networking hardware, sensors for geolocation and device orientation, builtin cameras, and more. In this book, well learn how to create apps for Android devices that take full advantage of their many built-in hardware affordances.

Introducing Processing for the Android


Android is based on the Java programming language. Processing is also based on Java, making it the perfect platform for developing Android apps using Processings straightforward syntax. The addition of the Android mode was a natural progression for Processing in order to streamline application development while targeting a broad range of operating systems and devices with one comprehensive programming language. In fact, Processings software architecture allows us to mix in Java statements and packages, Android statements and packages, and Processing sketches and libraries wherever we feel like it. This book focuses on Android apps developed in Processing. There are no differences between the Android mode and Processings Java mode for desktop applications when it comes to the basic programming structure and syntax. Android-specific features that require device sensors and hardware are not available on the desktop and therefore are not usable in Processings Java mode. They are available, however, as soon as we switch to Android mode. In the last chapter of the book well discuss cross-platform challenges for mobile apps and introduce Processings JavaScript mode. HTML5 web apps developed in Processing run on all modern browsers found on smart phones, tablets, and desktops today. While interoperability is an important factor, we will limit our discussion of web apps to the last chapter, as we cant access many of the hardware sensors and devices that make for exciting apps. All core Processing methods are identical across modes, so when we develop Android apps we can also consider and use code examples written for Java mode. The Processing website contains a complete reference for all Processing methods.5 So does the IDE, which ships with a packaged reference that we can use without a connection to the Web; its available from the Processing menu by selecting Help Reference.
5.
http://processing.org/reference/

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Introducing Processing for the Android

vii

Lets take a look at some of the main advantages to developing Android apps in Processing: If you are new to programming, Processing for Android is much easier to learn than Java. If you are an experienced Java programmer already, Processing is a great programming environment for rapid prototyping of graphics and sensor-heavy apps. Processing uses straightforward syntax. In comparison to Java, it is more concise.6 Processing doesnt require you to understand advanced concepts such as classes or screen buffering to get started, yet it makes them accessible to any advanced users who want to use them. This makes Processing programs shorter and easier to read. The lightweight programming environment installs quickly and is easy to use. Processing is available for GNU/Linux, Mac OS X, and Windows. If you work with multiple computers or want to help someone else get started quickly, being up and running in a few minutes can make all the difference. Processing for Android supports OpenGL. When working with GPUaccelerated 2D and 3D graphics and geometry, lights, or textures, comprehensive OpenGL support is essential to ensure reasonably high frame rates and a fluid user experience. The latest version of Processing supports three application environments, or modes. Applications written in Java mode will run on Linux, Mac, or Windows systems. Programs written in Android mode will run on Android devices, and those written in JavaScript mode will run in any HTML5 browser. The Android mode is designed for creating native Android apps. Once your sketch prototyping is done, you can easily move your work to Eclipse for debugging and deployment. Processing lets you export your sketches as Android projects in the File Export Android Project menu, creating an android directory with all the necessary files in it. Though currently deactivated and still under development, Processing will also facilitate the process of publishing to Google Play using a builtin dialog that guides you through the signing and releasing process (File Export Signed Package).7

6. 7.

http://wiki.processing.org/w/Java_Comparison https://play.google.com/store

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This list of advantages should provide you all the evidence you need to conclude that Processing is a great environment for developing Android apps. Your projects can scale in scope and context: from sketch to prototype and from prototype to market-ready application, from CPU-focused graphics rendering to hardware-accelerated GPU-focused rendering, from Processing statements and libraries to Android and Java statements and packages, and from a particular operating system and device to other operating systems and devices. You wont need to worry about a different last-minute route or an alternative solution for your software projects. Projects can grow with you and will let you enjoy the iterative process of design and development.

Who This Book Is For


The book is written for the following readers: Readers with some programming experience: Readers with a basic understanding of programming concepts can quickly learn the Processing language as they work their way through the examples. Processing is that easy to learn. Intermediate Processing users: Readers looking to create Android apps from within the Processing IDE can maintain a good balance between simplicity and versatility. Educators who teach courses on mobile technologies: Teachers often navigate the academic triangle of limited time, limited budget, and classes without prerequisites. This book brings advanced mobile features within the reach of students with little or no prior programming experience using a free tool that does not require developer licenses or subscriptions. Java and Android developers: Experienced developers look for a productivity gain. Because Processing builds on Java, developers can use their Java code and knowledge with Processing, leveraging a host of libraries for productivity gains. JavaScript and web developers: Processing.js syntax is identical to standard Processing syntax, making it easy to create JavaScript-powered web applications that can run inside browsers without plugins or other modifications. Processing.js also takes advantage of WebGL hardware acceleration. Arduino users and hobbyists: Some readers have experience with the Processing language by using it to program the Arduino electronics platform and are interested in adapting Android phones or tablets for use as sensing devices, controllers, or graphics processors.

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Prerequisites

ix

Prerequisites
If you have never programmed in Processing or any other language before, you can turn to two excellent sources to get you up to speed; Ive listed them at the end of this paragraph. You need to have an idea of the basic principles of programming to fully enjoy the book, such as the use of variables, conditionals, and loops. If you feel a little shaky with any of those concepts, I recommend you get one of the two books and keep it close by for frequent consultation. If you have scripted or programmed before, even if only at a basic level, you should be able follow the examples in this book with a close read. Getting Started with Processing [RF10] This casual, inexpensive book is a concise introduction to Processing and interactive computer graphics.8 Written by Processings initiators, it takes you through the learning process one step at a time to help you grasp core programming concepts. Processing: A Programming Handbook for Visual Designers and Artists, Second Edition [RF11] This book is an introduction to the ideas of computer programming within the context of the visual arts.9 It targets an audience of computersavvy individuals who are interested in creating interactive and visual work through writing software but have little or no prior experience.

Whats in This Book


This book will have you developing interactive sensor-based Android apps in no time. The chapters include previews of all the classes and methods used for the chapter projects, as well as a description of the particular sensor or hardware device that well be working with. Small projects introduce the basic steps to get a particular feature working, which leads up to a more advanced chapter project. Part I of the book gets you started with the touch screen and Android sensors and cameras. Chapter 1, Getting Started, on page ?, walks you through the steps of installing Processing and the Android SDK. Well write a simple app and run it in the emulator and on an Android device. Chapter 2, Working with the Touch Screen Display, on page ?, will show you how to use mouse position, finger pressure, and multitouch gestures on the touch screen panel while also providing details on the support for color that Processing provides.
8. 9. Available at http://shop.oreilly.com/product/0636920000570.do. Available at http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11251.

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Preface

Chapter 3, Using Motion and Position Sensors, on page ?, introduces us to all the device sensors built into an Android. Well display accelerometer values on the Android screen, build a motion-based color mixer, and detect a device shake. In Part II, well be working with the camera and location devices found on most Androids. Chapter 4, Using Geolocation and Compass, on page ?, shows us how to write location-based apps. Well determine our location, the distance to a destination and to another mobile device on the move, and calculate the speed and bearing of a device. Chapter 5, Using Android Cameras, on page ?, lets us access the Android cameras through Processing. Well display a camera preview of the front- and back-facing cameras, snap and save pictures to the cameras SD card, and superimpose images. In Part III, well learn about peer-to-peer networking. Chapter 6, Networking Devices with Wi-Fi, on page ?, teaches us how to connect the Android with our desktop via Wi-Fi using the Open Sound Control protocol. Well create a virtual whiteboard app, where you and your friends can doodle collaboratively, and well build a marble-balancing game, where two players compete on a shared virtual board. Chapter 7, Peer-to-Peer Networking Using Bluetooth and Wi-Fi Direct, on page ?, shows us how to use Android Bluetooth technology to discover, pair, and connect Android devices. Well create a remote cursor sketch and build a survey app to share questions and answers between devices. Chapter 8, Using Near Field Communication (NFC), on page ?, introduces us to the emerging short-range radio standard designed for zeroclick interaction at close proximity and is expected to revolutionize the pointof-sale industry. Well read and write NFC tags and exchange data between Android devices via NFC and Bluetooth. Part IV deals with data and storage, as all advanced apps require some sort of data storage and retrieval to keep user data up-to-date. In Chapter 9, Working with Data, on page ?, well load, parse, and display data from text files and write data to a text file in the Android storage. Well also connect to a data source hosted online to create an earthquake app that visualizes currently reported earthquakes worldwide. Chapter 10, Using SQLite Databases, on page ?, introduces us to the popular SQLite database management system and Structured Query Language. Well record sensor data into a SQLite database and query it for particular data attributes.
Part V gets us going with 3D graphics and cross-platform apps. Chapter 11, Introducing 3D Graphics with OpenGL, on page ?, will show us how to work with 3D primitives, how virtual light sources are used, and how cameras are animated. Chapter 12, Working with Shapes and 3D Objects, on page ?, deals with 2D

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How to Read This Book

xi

vector shapes and how to load and create 3D objects. Chapter 13, Sharing and Publishing Applications, on page ?, opens up our mobile app development to a wide range of devices and platforms using the JavaScript mode in Processing. Well discuss some of the benefits of web apps being able to run on all modern browsers and the range of limitations using built-in device hardware.

How to Read This Book


The five parts of the book can each be considered self-contained mini-courses that you can jump right into once you have completed Part I, have properly installed all the required software, and are up and running. While the book does progress in a step-by-step fashion from fundamental to advanced subjects, you can jump right into Part II, III, IV, or V if you need to tackle a particular family of sensors or Android features for a current project. Whenever we undertake a project that builds on prior code, refines an earlier project, or revisits important concepts mentioned earlier in the book, well cross-reference those earlier sections accordingly; if you are using the ebook, you can use the link to jump directly to the referenced section. Throughout our journey in this book, I encourage you to get inspired by the projects in the Processing exhibition (http://processing.org/exhibition/), learn from the Processing community (http://forum.processing.org/), use the code examples included in IDE File Examples..., refer to the online tutorials (http://processing.org/learning/), collaborate with peers (http://sketchpad.cc), and learn from public sources, such as http://www.openprocessing.org/.

What You Need to Use This Book


For all the projects in this book, you need the following software tools. The first chapter guides you through installing those tools step by step. Processing 210 Android 4.0 Ice Cream Sandwich or higher11 (2.3 Gingerbread is sufficient for all projects but Chapter 7, Peer-to-Peer Networking Using Bluetooth and Wi-Fi Direct, on page ?, and Chapter 8, Using Near Field Communication (NFC), on page ?). Ketai Sensor Library for Processing12 Processing Android installation instructions13

10. 11. 12. 13.

http://processing.org/download/ http://developer.android.com/sdk/ http://ketaiLibrary.org http://wiki.processing.org/w/Android#Instructions

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The projects in this book require at least one Android device. To complete Part III, you need two Android devices. This allows us to run and test the sketches on the actual hardware, use the actual sensors, and get the actual mobile user experience that is the focus of this book.

Tested Android Devices for this Book


The example code for the projects in this book has been tested on the following devices, shown in Figure 1, Tested Android phones and tablets, on page xii:

Figure 1Tested Android phones and tablets. Clockwise from top left: ASUS Transformer Prime, Samsung Galaxy SIII, Samsung Nexus S, and Google Nexus 7 Asus Transformer Prime Tablet with 32 GB memory (Ice Cream Sandwich, Jelly Bean) Samsung Galaxy SIII (Ice Cream Sandwich, Jelly Bean) Samsung Nexus S (Ice Cream Sandwich, Jelly Bean) Google Nexus 7 with 8 GB memory (Jelly Bean) All the code is available online. Feel free to comment and drop some feedback!

Online Resources
You can download the complete set of source files from the books web page at http://pragprog.com/titles/dsproc/source_code. The compressed file available online contains all the media assets you need organized by chapter directories and

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Online Resources

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individual projects. If youre reading the ebook, you can also open the discussed source code just by clicking the file path before the code listings. The online forum for the book, located at http://forums.pragprog.com/forums/209, provides a place for feedback, discussion, questions, andI hopeanswers as well. In the ebook, youll find a link to the forum on every page next to a report erratum link that points to http://pragprog.com/titles/dsproc/errata, where you can report errors such as typos, technical errors, and suggestions. Your feedback and suggestions are very much appreciated. Lets get started! Once were done installing our software tools in Chapter 1, Getting Started, on page ?, we are only minutes away from completing our first Android app. Daniel Sauter Associate Professor of New Media Art, University of IllinoisChicago School of Art and Design
[email protected]

Chicago, 2013-03-4

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2.7

Detect Multitouch Gestures


For this project, well implement the most common user interactions using just one simple geometric primitivea rectangledrawn on the screen using Processings rect(x, y, width, height) method.26 To begin, well place a rectangle in a specified size of 100 pixels in the center of the screen. Then we use a series of KetaiGesture callback events to trigger changes to the rectangle, including a change of scale, rotation, color, and position, as illustrated in Figure 7, Using multitouch gestures, on page 6. We have a number of callback events for the touch surface to try out, so well assign each of them with a particular purpose. Well zoom to fit the rectangle onto the screen using onDoubleTap(), randomly change its fill color onLongPress() using Processings random() method,27 scale it onPinch(), rotate it onRotate(), drag it using mouseDragged(), and change the background color onFlick(). Besides manipulating color properties and the rectangle, well keep track of the multitouch events as they occur by printing a text string to the Processing Console. The code we use to manipulate the properties and the callback methods themselves are not complicated in any way, but were now dealing with a bit more code than we have before because were using a series of callback methods in one sketch.

Introducing 2D Transformations
For this project, well lock our app into LANDSCAPE orientation() so we can maintain a clear reference point as we discuss 2D transformations in reference to the coordinate system. To center our rectangle on the screen when we start up, to scale from its center point using the pinch gesture, and to rotate it around its center point using the rotate gesture, we need to work with two-dimensional (2D) transformations.28 Well use the Processings rectMode(CENTER) method to overwrite the default way a rectangle is drawn in Processing,29 which is from the upper left corner of the rectangle located at position [x, y] with a specified width and height. Instead we draw it from its center point using rectMode(CENTER), which allows us to rotate and scale it around its center point. A common metaphor to explain 2D transformations is a grid or graph paper. Using this analogy, each grid cell stands for one pixel of our apps display
26. 27. 28. 29.
http://processing.org/reference/rect_.html http://processing.org/reference/random_.html http://processing.org/learning/transform2d/ http://processing.org/reference/rectMode_.html

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Figure 7Using multitouch gestures. The illustration shows a rectangle scaled with a twofinger pinch gesture, turned by a two-finger rotation gesture, placed on a magenta background color, and triggered by a flick, as well as a gray fill color caused by a long press. The text DOUBLE appears due to a double-tap gesture at the position indicated by the hand silhouette. window. The default origin in Processings coordinate system is always the upper left corner of the window. Each graphic element is drawn relative to this origin onto the screen. To move and rotate our rectangle, well use Processings transformation methods: translate() and rotate().30 We also have a scale() method,31 which we wont use in this sketch. When we draw graphic objects in Processing on our grid paper, we are used to specifying the rectangles horizontal and vertical coordinates using x and y values. We can use an alternative method, which is necessary here, where we move our grid (paper) to specified horizontal and vertical coordinates, rotate, and then draw the rotated rectangle at position x and y [0, 0]. This way the rectangle doesnt move to our intended position, but our grid paper (coordinate system) did. The advantage is that we can now rotate() our rect() right on the spot around its center point, something we cant do otherwise. Whats more, we can introduce a whole stack of grid paper if wed like to by using the Processing methods pushMatrix() and popMatrix(). When we move, rotate, and scale multiple elements and would like to transform them separately, we

30. http://processing.org/reference/translate_.html and http://processing.org/reference/rotate_.html. 31. http://processing.org/reference/scale_.html

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Detect Multitouch Gestures

need to draw them on separate pieces of grid paper. The pushMatrix() method saves the current position of our coordinate system, and popMatrix() restores the coordinate system to the way it was before pushing it. Like our first project in this chapter, in which we used Processings mousePressed(), mouseReleased(), and mouseDragged() callback methods to identify touches to the screen, some of the multitouch gestures introduced here fulfill the same purpose. If wed like to use Processings mouse methods alongside multitouch methods provided by KetaiGesture, well need to notify the superclass method surfaceTouchEvent() to notify the Processing app that a surface touch event has occurred.32 Now lets take a look at our multitouch code.

import import

Display/Gestures/Gestures.pde ketai.ui.*; android.view.MotionEvent;

KetaiGesture gesture; float rectSize = 100;


float rectAngle = 0; int x, y; color c = color(255); color bg = color(78, 93, 75); void setup() { orientation(LANDSCAPE); gesture = new KetaiGesture(this); textSize(32); textAlign(CENTER, BOTTOM); rectMode(CENTER); noStroke();

x = width/2; y = height/2;

void draw() { background(bg); pushMatrix(); translate(x, y); rotate(rectAngle); fill(c); rect(0, 0, rectSize, rectSize);

32. http://processing.org/reference/super.html

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} popMatrix();

void
{

onTap(float x, float y)

text("SINGLE", x, y-10); println("SINGLE:" + x + "," + y); }

void
{

onDoubleTap(float x, float y)

text("DOUBLE", x, y-10); println("DOUBLE:" + x + "," + y); if (rectSize > 100) rectSize = 100; else rectSize = height - 100; }

void
{

onLongPress(float x, float y)

text("LONG", x, y-10); println("LONG:" + x + "," + y); c = color(random(255), random(255), random(255)); }

void
{

onFlick( float x, float y, float px, float py, float v)

text("FLICK", x, y-10); println("FLICK:" + x + "," + y + "," + v); bg = color(random(255), random(255), random(255)); } void onPinch(float x, float y, float d) { rectSize = constrain(rectSize+d, 10, 500); println("PINCH:" + x + "," + y + "," + d); } onRotate(float x, float y, float angle)

void
{

rectAngle += angle; println("ROTATE:" + angle); }

void
{

mouseDragged()

if (abs(mouseX - x) < rectSize/2 && abs(mouseY - y) < rectSize/2)

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Detect Multitouch Gestures


{ if (abs(mouseX - pmouseX) < rectSize/2) x += mouseX - pmouseX; if (abs(mouseY - pmouseY) < rectSize/2) y += mouseY - pmouseY; } }

public

boolean surfaceTouchEvent(MotionEvent event) { //call to keep mouseX and mouseY constants updated super.surfaceTouchEvent(event); //forward events return gesture.surfaceTouchEvent(event);

Lets take a look at the steps we need to take to capture and use multitouch gestures on the Android touch screen. Import Ketais ui package to give us access to the KetaiGesture class. Import Androids MotionEvent package. Define a variable called gesture of type KetaiGesture. Set a variable we call rectSize to 100 pixels to start off. Define the initial color c (white), which well use as a fill color for the rectangle and text. Define the initial color bg (dark green), which well use as a background color. Instantiate our KetaiGesture object gesture. Set the initial value for our variable x as the horizontal position of the rectangle. Set the initial value for y as the vertical position of the rectangle. Push the current matrix on the matrix stack so that we can draw and rotate the rectangle independent of other UI elements, such as the text. Move to the position [x, y] using translate(). Pop the current matrix to restore the previous matrix on the stack. Use the callback method onTap() to display the text string SINGLE at the location (x, y) returned by KetaiGesture. Use the callback method onDoubleTap() to display the text string DOUBLE at the location returned by KetaiGesture, indicating that the user triggered a

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10
double-tap event. Use this event to decrease the rectangle size to the original 100 pixels if its currently enlarged, and increase the rectangle scale to the display height minus 100 pixels if its currently minimized to its original scale. Use the callback method onLongPress() to display the text string LONG at the location (x, y) returned by KetaiGesture. Use this event to randomly select a new color c using random(), which well use as a fill color for the rectangle. Use the callback method onFlick() to display the text string FLICK at the location x and y returned by KetaiGesture. Also, receive the previous location where the flick has been initiated as px and py, as well as the velocity v. Use the callback method onPinch() to calculate the scaled rectSize using the pinch distance d at the location x and y returned by KetaiGesture. Use the callback method onPinch() to calculate the scaled rectSize using the pinch distance d at the location x and y returned by KetaiGesture. Use Processings mouseDragged() callback to update the rectangle position (x and y) by the amount of pixels moved. Determine this amount by subtracting the previous pmouseX from the current mouseX, and pmouseY from mouseY. Move the rectangle only if absolute distance between the rectangle and the mouse position is less than half the rectangles size, or when we touch the rectangle. Use the Processing method surfaceTouchEvent() to notify Processing about mouse/finger-related updates. Lets test the app.

Run the App


Run the app on your device. Youll see a square show up in the center of the screen. Drag it to a new location, flick to change the background color, and give it a long tap to change the foreground fill color. To test the multitouch gestures, put two fingers down on the screen and pinch, and youll see how the rectangle starts scaling. Now rotate the same two fingers to see the rectangle rotate. If you use more than two fingers, the first two fingers you put down on the screen are in charge. Finally, double-tap the screen to zoom the square to full screen, and doubletap again to scale it to its initial size of 100 pixels. This completes our investigation into the multitouch features of the touch screen panel.

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8.3

Share a Camera Preview Using NFC and Bluetooth


The idea of this project is to allow two or more individuals to quickly join a peer-to-peer network using NFC and Bluetooth. NFC is a good choice because it reduces the number of steps users must complete to create a network. Well take advantage of the user-friendly NFC method to pair devices and rely on the NFC-initiated higher-bandwidth Bluetooth network to handle the heavy lifting. Our sketch will use a recursive program to send an increasingly accurate live camera image from one Android device to another. Once weve paired the two devices via NFC, well begin with a camera preview that consists of only one large pixel, which well draw as a rectangle in our program. Each time we tap the screen on the remote device, we will increase the resolution of the transmitted camera preview by splitting each pixel of the current image into four elements, as illustrated in Figure 30, Broadcast pixels using NFC and Bluetooth. In the next level, each of those pixels is split again into four, and so onexponentially increasing the preview resolution until the image becomes recognizable. The color is taken from the corresponding pixel of the camera preview pixel located exactly in the areas center.

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Figure 30Broadcast pixels using NFC and Bluetooth. Touching NFC devices back-toback initiates the Bluetooth connection, starting a two-directional pixel broadcast. The camera preview is then sent from one device to the other and displayed there. The top image shows the sampled camera image after two taps, the bottom image after four. When we run the app on the networked Androids, we will get a sense of how much data we can send via Bluetooth and at what frame rate. Well revisit concepts from previous chapters where we worked with a live camera preview, Chapter 5, Using Android Cameras, on page ?, and sent Bluetooth messages, Chapter 7, Peer-to-Peer Networking Using Bluetooth and Wi-Fi Direct, on page ?, now using NFC to initiate the network.

Generate a Low-Resolution Preview


Lets go ahead and work on the main tab of our sketch, where well put our camera code, and write a function to generate images of the camera preview at higher and higher resolutions. The program works by repeatedly calling itself, a technique known to programmers as recursion.13 This technique allows

13. http://en.wikipedia.org/wiki/Recursion_%28computer_science%29

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Share a Camera Preview Using NFC and Bluetooth

us to iterate through the image until we reach a number of divisions that well set beforehand with a variable well name divisions. Setting a limit is important since the recursion would otherwise continue forever, eventually freezing the app. Lets name the recursive function interlace(). Each time it runs when we tap the screen, it will split each pixel in the current image into four new pixels. The interlace() method well create works with the divisions parameter to control how many recursions will be executed. Well start with a divisions value of 1, for one division. Each time we tap the screen, divisions will increase to 2, 3, and so on, which will also increase the level parameter in our interlace() method. There we are using level to check that it has a value greater than 1 before recursively calling the interlace() method again to split each pixel into four. In the main tab we also import the Ketai camera package, which is familiar to us from Chapter 5, Using Android Cameras, on page ?. Well create a KetaiCamera object that well name cam. The cam object will read the image each time we receive a new frame from the camera. For this sketch, well use the following tabs to organize our code:
NFCBTTransmit Contains the main sketch, including our setup() and draw() meth-

ods, along with the interlace() method for recursively splitting the camera preview image. It also contains a mousePressed() method to increase the global variable divisions, used as a parameter for interlace(), and a keyPressed method that allows us to toggle the local camera preview on and off.
ActivityLifecycle Contains all the methods we need to start NFC and Bluetooth

correctly within the activity life cycle. We require a call to onCreate() for launching Bluetooth, onNewIntent() to enable NFC, and onResume() to start both NFC and Bluetooth.
Bluetooth A tab for the two Bluetooth methods, send() and onBluetoothDataEvent(),

to send Bluetooth messages and receive others in return.


NFC The tab that contains the setupNFC() method to create the NFC object we

are working with and the onNFCEvent() method that launches the Bluetooth connection when we received the other devices Bluetooth ID via NFC. Well create each of those tabs step by step and present the code for each component separately in the following sections. Lets first take a look at our main tab.
NFC/NFCBTTransmit/NFCBTTransmit.pde import android.content.Intent;

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8
import android.app.PendingIntent; import android.content.Intent; import android.os.Bundle; import ketai.net.*; import oscP5.*; import netP5.*; import ketai.camera.*; import ketai.net.bluetooth.*; import ketai.net.nfc.*; KetaiCamera cam;

int

divisions = 1; String tag=""; void setup() { orientation(LANDSCAPE); noStroke(); frameRate(10); background(0); rectMode(CENTER); bt.start(); cam = new KetaiCamera(this, 640, 480, 15); ketaiNFC.beam("bt:"+bt.getAddress()); } void draw() { if (cam.isStarted()) interlace(cam.width/2, cam.height/2, cam.width/2, cam.height/2, divisions); if ((frameCount % 30) == 0) ketaiNFC.beam("bt:"+bt.getAddress()); }

void
{

interlace(int x, int y, int w, int h, int level)

if (level == 1) { color pixel = cam.get(x, y); send((int)red(pixel), (int)green(pixel), (int)blue(pixel), x, y, w*2, h*2); } if (level > 1) { level--; interlace(x - w/2, y - h/2, w/2, h/2, level); interlace(x - w/2, y + h/2, w/2, h/2, level);

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Share a Camera Preview Using NFC and Bluetooth


interlace(x + w/2, y - h/2, w/2, h/2, level); interlace(x + w/2, y + h/2, w/2, h/2, level); } } void onCameraPreviewEvent() { cam.read(); } void mousePressed() { if (!cam.isStarted()) cam.start();

divisions++;

Here are the steps we need to recursively process the live camera image. Set the initial number of divisions to 1, showing one fullscreen rectangle. Center the rectangle around the horizontal and vertical location where it is drawn, using rectMode(). Call the recursive function with starting values for each parameter, starting in the center of the camera preview. Use the following parameters for interlace(): horizontal position x, vertical position y, rectangle width w, rectangle height h, and the number of divisions. Get the pixel color at the defined x and y location in the camera preview image from the pixel located in the exact center of each rectangular area we use for the low-resolution preview. Send the pixel data using our user-defined function send(). Decrease the limit variable by 1 before recalling the recursive function. Decrease this variable and call the function only if the limit is greater than 1 to provide a limit. Call interlace() recursively from within itself using a new location and half the width and height of the previous call as parameters. Increment the number of divisions when tapping the screen. Now that we are done with our coding for the camera and the recursive program to create a higher-and-higher resolution image preview, lets create the code we need to activate NFC and Bluetooth in the activity life cycle.

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10
Enable NFC and Bluetooth in the Activity Life Cycle
To use NFC and Bluetooth, we need to take similar steps in the activity life cycle as weve done for our Bluetooth peer-to-peer app. In Section 7.4, Working with the Android Activity Life Cycle, on page ?, we looked at the callback methods called during an activity life cycle. For this project, we need tell Android that wed like to activate both NFC and Bluetooth. Lets put the lifecycle code for the activity into an ActivityLifecycle tab. At the very beginning of the life cycle, onCreate(), well launch KetaiBluetooth by initiating our KetaiBluetooth object, and well tell Android that we intend to use 14 NFC. We do so using an intent, which is a data structure to tell Android that an operation needs to be performed. For example, an intent can launch another activity or send a result to a component that declared interest in it. Functioning like a kind of glue between activities, an intent binds events between the code in different applications. We need an Intent to launch NFC. When NFC becomes available because our activity is running in the foreground on top of the activity stack, we get notified via onNewIntent(), because we asked for such notification with our intent in onCreate(). This is where we tell Android that we use the result of the returned intent with our ketaiNFC object, launching NFC in our sketch. An activity is always paused before receiving a new intent, and onResume() is always called right after this method. When Bluetooth is available as the result of the Bluetooth activity we launched onCreate() while instantiating KetaiBluetooth, the connection is handed to us via onActivityResult(), which we then assign to our bt object. Finally, onResume(), we start our Bluetooth object bt and instantiate our NFC object ketaiNFC. Lets take a look at the actual code for ActivityLifecycle.

void

NFC/NFCBTTransmit/ActivityLifecycle.pde onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); bt = new KetaiBluetooth(this); ketaiNFC = new KetaiNFC(this); ketaiNFC.beam("bt:"+bt.getAddress()); } onNewIntent(Intent intent)

void
{

if (ketaiNFC != null) ketaiNFC.handleIntent(intent);

14. http://developer.android.com/reference/android/content/Intent.html

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Share a Camera Preview Using NFC and Bluetooth


}

11

void
{ }

onActivityResult(int requestCode, int resultCode, Intent data)

bt.onActivityResult(requestCode, resultCode, data);

void
}

exit() { cam.stop();

void

//Stop BT when app is done... onDestroy() { super.onDestroy(); bt.stop(); }

We need these steps to initiate NFC and Bluetooth correctly within the activity life cycle. Instantiate the Bluetooth object bt to start a Bluetooth activity. Register the NFC intent when our activity is running by itself in the foreground using FLAG_ACTIVITY_SINGLE_TOP. Receive the NFC intent that we declared in onCreate(), and tell Android that ketaiNFC handles it. Receive the Bluetooth connection if it started properly when we initiated it in onCreate(). Release the camera when another activity starts so it can use it. Stop Bluetooth and the camera when the activity stops. All of this happens right at the beginning when our sketch starts up. The callback methods we are using require some getting used to. Because NFC and Bluetooth launch in separate treads or activities from our sketchand not sequentially within our sketchwe need the callback methods to get notified when the Bluetooth activity and the NFC intent have finished with their individual tasks. And because we depend on the successful delivery of the NFC payload for our Bluetooth connection, we need to use those callback methods and integrate them into the activity life cycle of our sketch. Processing and Ketai streamline many aspects of this programming process; when it comes to peer-to-peer networking between Android devices, we still need to deal with those essentials individually.

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12
Now lets move on to the NFC tab, where we put the NFC classes and methods.

Add the NFC Code


We dont need much code to import NFC and make the KetaiNFC class available to the sketch. When we receive an NFC event using onNFCEvent(), we take the Bluetooth address that has been transferred as a text String and use it to connect to that device using connectDevice(). Lets take a look at the code.
NFC/NFCBTTransmit/NFC.pde KetaiNFC ketaiNFC;

void
{

onNFCEvent(String s)

tag = s; println("Connecting via BT to " +s.replace("bt:", "")); bt.connectDevice(s.replace("bt:", ""));

Here are the NFC steps we take. Receive the String from the NFC event using the onNFCEvent() callback method. Connect to the Bluetooth address weve received, removing the prefix bt: first. Finally, lets take a look at the Bluetooth tab.

Add the Bluetooth Code


In the Bluetooth tab, we import the necessary Ketai Bluetooth and OSC package to send the Bluetooth messages. Lets use a custom function called send() to assemble the OSC message, sending out the color, location, and dimension of our pixel. If we receive such a pixel from the networked Android via onBluetoothDataEvent(), we unpack the data contained in the OSC message and draw our pixel rectangle using a custom function, receive(). Lets take a look at the code.
NFC/NFCBTTransmit/Bluetooth.pde PendingIntent mPendingIntent; KetaiBluetooth bt; OscP5 oscP5; void send(int r, int g, int b, int x, int y, int w, int h) {

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Share a Camera Preview Using NFC and Bluetooth

13

OscMessage m = new OscMessage("/remotePixel/"); m.add(r); m.add(g); m.add(b); m.add(x); m.add(y); m.add(w); m.add(h); bt.broadcast(m.getBytes()); }

void
{

receive(int r, int g, int b, int x, int y, int w, int h)

fill(r, g, b); rect(x, y, w, h); } void onBluetoothDataEvent(String who, byte[] data) { KetaiOSCMessage m = new KetaiOSCMessage(data); if (m.isValid()) { if (m.checkAddrPattern("/remotePixel/")) { if (m.checkTypetag("iiiiiii")) { receive(m.get(0).intValue(), m.get(1).intValue(), m.get(2).intValue(), m.get(3).intValue(), m.get(4).intValue(), m.get(5).intValue(), m.get(6).intValue()); } } } }

Here are the steps we take to send and receive OSC messages over Bluetooth. Add individual values to the OscMessage m. Send the byte data contained in the OSC message m via Bluetooth using broadcast(). Receive individual values sent via OSC, and draw a rectangle in the size and color determined by the received values. Check if all seven integers in the OSC message are complete before using the values as parameters for the receive() method. Now with our recursive program, camera, NFC, and Bluetooth code completed, its time to test the app.

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14
Run the App
Before we run the app, we need to set two permissions. Open the Permission Selector from the Sketch menu and select CAMERA and INTERNET. Now browse to the sketch folder and open AndroidManifest.xml in your text editor, where youll see that those permissions have been set. Add NFC permissions so the file looks something like this:
NFC/NFCBTTransmit/AndroidManifest.xml <?xml version="1.0" encoding="UTF-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" android:versionName="1.0" package=""> <uses-sdk android:minSdkVersion="10"/> <application android:debuggable="true" android:icon="@drawable/icon" android:label=""> <activity android:name=""> <intent-filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.LAUNCHER"/> </intent-filter> </activity> </application> <uses-permission android:name="android.permission.BLUETOOTH"/> <uses-permission android:name="android.permission.BLUETOOTH_ADMIN"/> <uses-permission android:name="android.permission.CAMERA"/> <uses-permission android:name="android.permission.INTERNET"/> <uses-permission android:name="android.permission.NFC" /> </manifest>

Run the app on the device that is already connected to the PC via USB. When it launches, disconnect and run the app on your second Android device. Now its time for the moment of truthtouch both devices back-to-back and confirm the P2P connection. You should see a colored rectangle on each display, taken from the camera preview of the other device. If you move your camera slightly, youll recognize that its color is based on a live feed. Tap each screen to increase the resolution and observe what happens on the other device, then tap again. Each new division requires more performance from the devices as the number of pixels we send and display increases exponentially. Keep tapping and you will observe how the app slows as the size of the data payload increases. Now that weve learned how to send a Bluetooth ID via NFC Beam technology to another device, lets move on to reading and writing NFC tags.

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8.3

Share a Camera Preview Using NFC and Bluetooth


The idea of this project is to allow two or more individuals to quickly join a peer-to-peer network using NFC and Bluetooth. NFC is a good choice because it reduces the number of steps users must complete to create a network. Well take advantage of the user-friendly NFC method to pair devices and rely on the NFC-initiated higher-bandwidth Bluetooth network to handle the heavy lifting. Our sketch will use a recursive program to send an increasingly accurate live camera image from one Android device to another. Once weve paired the two devices via NFC, well begin with a camera preview that consists of only one large pixel, which well draw as a rectangle in our program. Each time we tap the screen on the remote device, we will increase the resolution of the transmitted camera preview by splitting each pixel of the current image into four elements, as illustrated in Figure 30, Broadcast pixels using NFC and Bluetooth. In the next level, each of those pixels is split again into four, and so onexponentially increasing the preview resolution until the image becomes recognizable. The color is taken from the corresponding pixel of the camera preview pixel located exactly in the areas center.

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Figure 30Broadcast pixels using NFC and Bluetooth. Touching NFC devices back-toback initiates the Bluetooth connection, starting a two-directional pixel broadcast. The camera preview is then sent from one device to the other and displayed there. The top image shows the sampled camera image after two taps, the bottom image after four. When we run the app on the networked Androids, we will get a sense of how much data we can send via Bluetooth and at what frame rate. Well revisit concepts from previous chapters where we worked with a live camera preview, Chapter 5, Using Android Cameras, on page ?, and sent Bluetooth messages, Chapter 7, Peer-to-Peer Networking Using Bluetooth and Wi-Fi Direct, on page ?, now using NFC to initiate the network.

Generate a Low-Resolution Preview


Lets go ahead and work on the main tab of our sketch, where well put our camera code, and write a function to generate images of the camera preview at higher and higher resolutions. The program works by repeatedly calling itself, a technique known to programmers as recursion.13 This technique allows

13. http://en.wikipedia.org/wiki/Recursion_%28computer_science%29

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Share a Camera Preview Using NFC and Bluetooth

us to iterate through the image until we reach a number of divisions that well set beforehand with a variable well name divisions. Setting a limit is important since the recursion would otherwise continue forever, eventually freezing the app. Lets name the recursive function interlace(). Each time it runs when we tap the screen, it will split each pixel in the current image into four new pixels. The interlace() method well create works with the divisions parameter to control how many recursions will be executed. Well start with a divisions value of 1, for one division. Each time we tap the screen, divisions will increase to 2, 3, and so on, which will also increase the level parameter in our interlace() method. There we are using level to check that it has a value greater than 1 before recursively calling the interlace() method again to split each pixel into four. In the main tab we also import the Ketai camera package, which is familiar to us from Chapter 5, Using Android Cameras, on page ?. Well create a KetaiCamera object that well name cam. The cam object will read the image each time we receive a new frame from the camera. For this sketch, well use the following tabs to organize our code:
NFCBTTransmit Contains the main sketch, including our setup() and draw() meth-

ods, along with the interlace() method for recursively splitting the camera preview image. It also contains a mousePressed() method to increase the global variable divisions, used as a parameter for interlace(), and a keyPressed method that allows us to toggle the local camera preview on and off.
ActivityLifecycle Contains all the methods we need to start NFC and Bluetooth

correctly within the activity life cycle. We require a call to onCreate() for launching Bluetooth, onNewIntent() to enable NFC, and onResume() to start both NFC and Bluetooth.
Bluetooth A tab for the two Bluetooth methods, send() and onBluetoothDataEvent(),

to send Bluetooth messages and receive others in return.


NFC The tab that contains the setupNFC() method to create the NFC object we

are working with and the onNFCEvent() method that launches the Bluetooth connection when we received the other devices Bluetooth ID via NFC. Well create each of those tabs step by step and present the code for each component separately in the following sections. Lets first take a look at our main tab.
NFC/NFCBTTransmit/NFCBTTransmit.pde import android.content.Intent;

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8
import android.app.PendingIntent; import android.content.Intent; import android.os.Bundle; import ketai.net.*; import oscP5.*; import netP5.*; import ketai.camera.*; import ketai.net.bluetooth.*; import ketai.net.nfc.*; KetaiCamera cam;

int

divisions = 1; String tag=""; void setup() { orientation(LANDSCAPE); noStroke(); frameRate(10); background(0); rectMode(CENTER); bt.start(); cam = new KetaiCamera(this, 640, 480, 15); ketaiNFC.beam("bt:"+bt.getAddress()); } void draw() { if (cam.isStarted()) interlace(cam.width/2, cam.height/2, cam.width/2, cam.height/2, divisions); if ((frameCount % 30) == 0) ketaiNFC.beam("bt:"+bt.getAddress()); }

void
{

interlace(int x, int y, int w, int h, int level)

if (level == 1) { color pixel = cam.get(x, y); send((int)red(pixel), (int)green(pixel), (int)blue(pixel), x, y, w*2, h*2); } if (level > 1) { level--; interlace(x - w/2, y - h/2, w/2, h/2, level); interlace(x - w/2, y + h/2, w/2, h/2, level);

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Share a Camera Preview Using NFC and Bluetooth


interlace(x + w/2, y - h/2, w/2, h/2, level); interlace(x + w/2, y + h/2, w/2, h/2, level); } } void onCameraPreviewEvent() { cam.read(); } void mousePressed() { if (!cam.isStarted()) cam.start();

divisions++;

Here are the steps we need to recursively process the live camera image. Set the initial number of divisions to 1, showing one fullscreen rectangle. Center the rectangle around the horizontal and vertical location where it is drawn, using rectMode(). Call the recursive function with starting values for each parameter, starting in the center of the camera preview. Use the following parameters for interlace(): horizontal position x, vertical position y, rectangle width w, rectangle height h, and the number of divisions. Get the pixel color at the defined x and y location in the camera preview image from the pixel located in the exact center of each rectangular area we use for the low-resolution preview. Send the pixel data using our user-defined function send(). Decrease the limit variable by 1 before recalling the recursive function. Decrease this variable and call the function only if the limit is greater than 1 to provide a limit. Call interlace() recursively from within itself using a new location and half the width and height of the previous call as parameters. Increment the number of divisions when tapping the screen. Now that we are done with our coding for the camera and the recursive program to create a higher-and-higher resolution image preview, lets create the code we need to activate NFC and Bluetooth in the activity life cycle.

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10
Enable NFC and Bluetooth in the Activity Life Cycle
To use NFC and Bluetooth, we need to take similar steps in the activity life cycle as weve done for our Bluetooth peer-to-peer app. In Section 7.4, Working with the Android Activity Life Cycle, on page ?, we looked at the callback methods called during an activity life cycle. For this project, we need tell Android that wed like to activate both NFC and Bluetooth. Lets put the lifecycle code for the activity into an ActivityLifecycle tab. At the very beginning of the life cycle, onCreate(), well launch KetaiBluetooth by initiating our KetaiBluetooth object, and well tell Android that we intend to use 14 NFC. We do so using an intent, which is a data structure to tell Android that an operation needs to be performed. For example, an intent can launch another activity or send a result to a component that declared interest in it. Functioning like a kind of glue between activities, an intent binds events between the code in different applications. We need an Intent to launch NFC. When NFC becomes available because our activity is running in the foreground on top of the activity stack, we get notified via onNewIntent(), because we asked for such notification with our intent in onCreate(). This is where we tell Android that we use the result of the returned intent with our ketaiNFC object, launching NFC in our sketch. An activity is always paused before receiving a new intent, and onResume() is always called right after this method. When Bluetooth is available as the result of the Bluetooth activity we launched onCreate() while instantiating KetaiBluetooth, the connection is handed to us via onActivityResult(), which we then assign to our bt object. Finally, onResume(), we start our Bluetooth object bt and instantiate our NFC object ketaiNFC. Lets take a look at the actual code for ActivityLifecycle.

void

NFC/NFCBTTransmit/ActivityLifecycle.pde onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); bt = new KetaiBluetooth(this); ketaiNFC = new KetaiNFC(this); ketaiNFC.beam("bt:"+bt.getAddress()); } onNewIntent(Intent intent)

void
{

if (ketaiNFC != null) ketaiNFC.handleIntent(intent);

14. http://developer.android.com/reference/android/content/Intent.html

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Share a Camera Preview Using NFC and Bluetooth


}

11

void
{ }

onActivityResult(int requestCode, int resultCode, Intent data)

bt.onActivityResult(requestCode, resultCode, data);

void
}

exit() { cam.stop();

void

//Stop BT when app is done... onDestroy() { super.onDestroy(); bt.stop(); }

We need these steps to initiate NFC and Bluetooth correctly within the activity life cycle. Instantiate the Bluetooth object bt to start a Bluetooth activity. Register the NFC intent when our activity is running by itself in the foreground using FLAG_ACTIVITY_SINGLE_TOP. Receive the NFC intent that we declared in onCreate(), and tell Android that ketaiNFC handles it. Receive the Bluetooth connection if it started properly when we initiated it in onCreate(). Release the camera when another activity starts so it can use it. Stop Bluetooth and the camera when the activity stops. All of this happens right at the beginning when our sketch starts up. The callback methods we are using require some getting used to. Because NFC and Bluetooth launch in separate treads or activities from our sketchand not sequentially within our sketchwe need the callback methods to get notified when the Bluetooth activity and the NFC intent have finished with their individual tasks. And because we depend on the successful delivery of the NFC payload for our Bluetooth connection, we need to use those callback methods and integrate them into the activity life cycle of our sketch. Processing and Ketai streamline many aspects of this programming process; when it comes to peer-to-peer networking between Android devices, we still need to deal with those essentials individually.

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12
Now lets move on to the NFC tab, where we put the NFC classes and methods.

Add the NFC Code


We dont need much code to import NFC and make the KetaiNFC class available to the sketch. When we receive an NFC event using onNFCEvent(), we take the Bluetooth address that has been transferred as a text String and use it to connect to that device using connectDevice(). Lets take a look at the code.
NFC/NFCBTTransmit/NFC.pde KetaiNFC ketaiNFC;

void
{

onNFCEvent(String s)

tag = s; println("Connecting via BT to " +s.replace("bt:", "")); bt.connectDevice(s.replace("bt:", ""));

Here are the NFC steps we take. Receive the String from the NFC event using the onNFCEvent() callback method. Connect to the Bluetooth address weve received, removing the prefix bt: first. Finally, lets take a look at the Bluetooth tab.

Add the Bluetooth Code


In the Bluetooth tab, we import the necessary Ketai Bluetooth and OSC package to send the Bluetooth messages. Lets use a custom function called send() to assemble the OSC message, sending out the color, location, and dimension of our pixel. If we receive such a pixel from the networked Android via onBluetoothDataEvent(), we unpack the data contained in the OSC message and draw our pixel rectangle using a custom function, receive(). Lets take a look at the code.
NFC/NFCBTTransmit/Bluetooth.pde PendingIntent mPendingIntent; KetaiBluetooth bt; OscP5 oscP5; void send(int r, int g, int b, int x, int y, int w, int h) {

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Share a Camera Preview Using NFC and Bluetooth

13

OscMessage m = new OscMessage("/remotePixel/"); m.add(r); m.add(g); m.add(b); m.add(x); m.add(y); m.add(w); m.add(h); bt.broadcast(m.getBytes()); }

void
{

receive(int r, int g, int b, int x, int y, int w, int h)

fill(r, g, b); rect(x, y, w, h); } void onBluetoothDataEvent(String who, byte[] data) { KetaiOSCMessage m = new KetaiOSCMessage(data); if (m.isValid()) { if (m.checkAddrPattern("/remotePixel/")) { if (m.checkTypetag("iiiiiii")) { receive(m.get(0).intValue(), m.get(1).intValue(), m.get(2).intValue(), m.get(3).intValue(), m.get(4).intValue(), m.get(5).intValue(), m.get(6).intValue()); } } } }

Here are the steps we take to send and receive OSC messages over Bluetooth. Add individual values to the OscMessage m. Send the byte data contained in the OSC message m via Bluetooth using broadcast(). Receive individual values sent via OSC, and draw a rectangle in the size and color determined by the received values. Check if all seven integers in the OSC message are complete before using the values as parameters for the receive() method. Now with our recursive program, camera, NFC, and Bluetooth code completed, its time to test the app.

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14
Run the App
Before we run the app, we need to set two permissions. Open the Permission Selector from the Sketch menu and select CAMERA and INTERNET. Now browse to the sketch folder and open AndroidManifest.xml in your text editor, where youll see that those permissions have been set. Add NFC permissions so the file looks something like this:
NFC/NFCBTTransmit/AndroidManifest.xml <?xml version="1.0" encoding="UTF-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" android:versionName="1.0" package=""> <uses-sdk android:minSdkVersion="10"/> <application android:debuggable="true" android:icon="@drawable/icon" android:label=""> <activity android:name=""> <intent-filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.LAUNCHER"/> </intent-filter> </activity> </application> <uses-permission android:name="android.permission.BLUETOOTH"/> <uses-permission android:name="android.permission.BLUETOOTH_ADMIN"/> <uses-permission android:name="android.permission.CAMERA"/> <uses-permission android:name="android.permission.INTERNET"/> <uses-permission android:name="android.permission.NFC" /> </manifest>

Run the app on the device that is already connected to the PC via USB. When it launches, disconnect and run the app on your second Android device. Now its time for the moment of truthtouch both devices back-to-back and confirm the P2P connection. You should see a colored rectangle on each display, taken from the camera preview of the other device. If you move your camera slightly, youll recognize that its color is based on a live feed. Tap each screen to increase the resolution and observe what happens on the other device, then tap again. Each new division requires more performance from the devices as the number of pixels we send and display increases exponentially. Keep tapping and you will observe how the app slows as the size of the data payload increases. Now that weve learned how to send a Bluetooth ID via NFC Beam technology to another device, lets move on to reading and writing NFC tags.

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