Sabtu, 12 Januari 2013

Jelly Bean

Android 4.2 on phone and tablet
Welcome to Android 4.2, the latest version of Jelly Bean!
Android 4.2 has performance optimizations, a refreshed system UI, and great new features for users and developers. This document provides a glimpse of what's new for developers.
See the Android 4.2 APIs document for a detailed look at the new developer APIs.
Find out more about the new Jelly Bean features for users at www.android.com.

Faster, Smoother, More Responsive


Android 4.2 builds on the performance improvements already included in Jelly Bean — vsync timing, triple buffering, reduced touch latency, and CPU input boost — and adds new optimizations that make Android even faster.
Improvements in the hardware-accelerated 2D renderer make common animations such as scrolling and swiping smoother and faster. In particular, drawing is optimized for layers, clipping and certain shapes (rounded rects, circles and ovals).
A variety of WebView rendering optimizations make scrolling of web pages smoother and free from jitter and lags.
Android’s Renderscript Compute is the first computation platform ported to run directly on a mobile device GPU. It automatically takes advantage of GPU computation resources whenever possible, dramatically improving performance for graphics and image processing. Any app using Renderscript on a supported device can benefit immediately from this GPU integration without recompiling.

Refined, refreshed UI


Android 4.2 refines the Jelly Bean user experience and brings familiar Android UI patterns such as status bar, system bar, and notifications window to all tablets.
All screen sizes now feature the status bar on top, with pull-down access to notifications and a new Quick Settings menu. The familiar system bar appears on the bottom, with buttons easily accessible from either hand. The Application Tray is also available on all screen sizes.

One tablet, many users


Now several users can share a single Android tablet, with each user having convenient access to a dedicated user space. Users can switch to their spaces with a single touch from the lock screen.
On a multiuser device, Android gives each user a separate environment, including user-specific emulated SD card storage. Users also have their own homescreens, widgets, accounts, settings, files, and apps, and the system keeps these separate. All users share core system services, but the system ensures that each user's applications and data remain isolated. In effect, each of the multiple users has his or her own Android device.
Users can install and uninstall apps at any time in their own environments. To save storage space, Google Play downloads an APK only if it's not already installed by another user on the device. If the app is already installed, Google Play records the new user's installation in the usual way but doesn't download another copy of the app. Multiple users can run the same copy of an APK because the system creates a new instance for each user, including a user-specific data directory.
For developers, multi-user support is transparent — your apps do not need to do anything special to run normally in a multi-user environment and there are no changes you need to make in your existing or published APKs. The system manages your app in each user space just as it does in a single-user environment.

New ways to engage users


Calendar lock screen widget
You can extend app widgets to run on the lock screen, for instant access to your content.

Lock screen widgets

In Android 4.2, users can place app widgets directly on their lock screens, for instant access to favorite app content without having to unlock. Users can add as many as five lock screen widgets, choosing from widgets provided by installed apps. The lock screen displays each widget in its own panel, letting users swipe left and right to view different panels and their widgets.
Like all app widgets, lock screen widgets can display any kind of content and they can accept direct user interaction. They can be entirely self-contained, such as a widget that offers controls to play music, or they can let users jump straight to an Activity in your app, after unlocking along the way as needed.
For developers, lock screen widgets offer a great new way to engage users. They let you put your content in front of users in a location they’ll see often, and they give you more opportunities to bring users directly into your app.
You can take advantage of this new capability by building a new app widget or by extending an existing home screen widget. If your app already includes home screen widgets, you can extend them to the lock screen with minimal change. To give users an optimal experience, you can update the widget to use the full lock screen area when available and resize when needed on smaller screens. You can also add features to your widgets that might be especially useful or convenient on the lock screen.

Daydream

Daydream is an interactive screensaver mode that starts when a user’s device is docked or charging. In this mode, the system launches a daydream — a remote content service provided by an installed app — as the device screensaver. A user can enable Daydream from the Settings app and then choose the daydream to display.
Daydreams combine the best capabilities of live wallpapers and home screen widgets, but they are more powerful. They let you offer the any kind of content in a completely new context, with user interactions such as flipping through photos, playing audio or video, or jumping straight into your app with a single touch.
Because daydreams can start automatically when a device is charging or docked, they also give your app a great way to support new types of user experiences, such as leanback or exhibition mode, demo or kiosk mode, and "attract mode" — all without requiring special hardware.
Daydream screensaver mode
Daydream lets you create powerful interactive screensavers that display any kind of content.
Daydreams are similar to Activities and can do anything that Activity can do — from rendering a UI hierarchy (without using RemoteViews) to drawing directly using Canvas, OpenGL, SurfaceTexture, and more. They can play video and audio and they can even accept direct user interaction. However, daydreams are not Activities, so they don’t affect the backstack or appear in Recents and they cannot be launched directly from your app.
Implementing a daydream is straightforward and you can take advantage of UI components and resources that you’ve already created for other parts of your app. You can provide multiple daydreams in your app and you can offer distinct content and display settings for each.

External display support


Android 4.2 introduces platform support for external displays that goes far beyond mirroring — apps can now target unique content to any one or multiple displays that are attached to an Android device. Apps can build on this to deliver new kinds of interaction and entertainment experiences to users.

Display manager

Apps interact with displays through a new display manager system service. Your app can enumerate the displays and check the capabilities of each, including size, density, display name, ID, support for secure video, and more. Your app can also receive callbacks when displays are added or removed or when their capabilities change, to better manage your content on external displays.

Presentation window

To make it easy to show content on an external display, the framework provides a new UI object called a Presentation — a type of dialog that represents a window for your app’s content on a specific external display. Your app just gives the display to use, a theme for the window, and any unique content to show. The Presentation handles inflating resources and rendering your content according to the characteristics of the targeted display.
You can take full control of two or more independent displays using Presentation.
A Presentation gives your app full control over the remote display window and its content and lets you manage it based on user input events such as key presses, gestures, motion events, and more. You can use all of the normal tools to create a UI and render content in the Presentation, from building an arbitrary view hierarchy to using SurfaceView or SurfaceTexture to draw directly into the window for streamed content or camera previews.

Preferred display selection

When multiple external displays are available, you can create as many Presentations as you need, with each one showing unique content on a specific display. In many cases, you might only want to show your content on a single external display — but always on the that’s best for Presentation content. For this, the system can help your app choose the best display to use.
To find the best display to use, your app can query the display manager for the system’s preferred Presentation display and receive callbacks when that display changes. Alternatively, you can use the media router service, extended in Android 4.2, to receive notifications when a system video route changes. Your app can display content by default in the main Activity until a preferred Presentation display is attached, at which time it can automatically switch to Presentation content on the preferred display. Your apps can also use media router’s MediaRouteActionProvider and MediaRouteButton to offer standard display-selection UI.

Protected content

For apps that handle protected or encrypted content, the display API now reports the secure video capabilities of attached displays. Your app query a display to find out if it offers a secure video output or provides protected graphics buffers and then choose the appropriate content stream or decoding to make the content viewable. For additional security on SurfaceView objects, your app can set a secure flag to indicate that the contents should never appear in screenshots or on a non-secure display output, even when mirrored.

Wireless display

Starting in Android 4.2, users on supported devices can connect to an external display over Wi-Fi, using Miracast, a peer-to-peer wireless display standard created by the Wi-Fi Alliance. When a wireless display is connected, users can stream any type of content to the big screen, including photos, games, maps, and more.
Apps can take advantage of wireless displays in the same way as they do other external displays and no extra work is needed. The system manages the network connection and streams your Presentation or other app content to the wireless display as needed.

Native RTL support


RTL layout mirroring
Developers can now mirror their layouts for RTL languages.
Android 4.2 introduces full native support for RTL (right-to-left) layouts, including layout mirroring. With native RTL support, you can deliver the same great app experience to all of your users, whether their language uses a script that reads right-to-left or one that reads left-to-right.
When the user switches the system language to a right-to-left script, the system now provides automatic mirroring of app UI layouts and all view widgets, in addition to bidi mirroring of text elements for both reading and character input.
Your app can take advantage of RTL layout mirroring in your app with minimal effort. If you want the app to be mirrored, you simply declare a new attribute in your app manifest and change all "left/right" layout properties to new "start/end" equivalents. The system then handles the mirroring and display of your UI as appropriate.
For precise control over your app UI, Android 4.2 includes new APIs that let you manage layout direction, text direction, text alignment, gravity, and locale direction in View components. You can even create custom versions of layout, drawables, and other resources for display when a right-to-left script is in use.
To help you debug and optimize your custom right-to-left layouts, the HierarchyViewer tool now lets you see start/end properties, layout direction, text direction, and text alignment for all the Views in the hierarchy,

Enhancements for international languages


Android 4.2 includes a variety of font and character optimizations for international users:
  • For Korean users, a new font choice is available — Nanum (나눔글꼴) Gothic, a unicode font designed especially for the Korean-language script.
  • Improved support for Japanese vertical text displayed in WebViews.
  • Improved font kerning and positioning for Indic, Thai, Arabic, and Hebrew default fonts.
The default Android keyboard also includes an updated set of dictionaries:
  • Improved dictionaries for French (with bigram support), English, and Russian
  • New dictionaries for Danish, Greek, Finnish, Lithuanian, Latvian, Polish, Slovenian, Serbian, Swedish, Turkish

New ways to create beautiful UI


Nested Fragments

For more control over your UI components and to make them more modular, Android 4.2 lets you nest Fragments inside of Fragments. For any Fragment, a new Fragment manager lets you insert other Fragments as child nodes in the View hierarchy.
You can use nested Fragments in a variety of ways, but they are especially useful for implementing dynamic and reusable UI components inside of a UI component that is itself dynamic and reusable. For example, if you use ViewPager to create fragments that swipe left and right, you can now insert fragments into each Fragment of the view pager.
To let you take advantage of nested Fragments more broadly in your app, this capability is added to the latest version of the Android Support Library.

Accessibility


The system now helps accessibility services distinguish between touch exploration and accessibility gestures while in touch-exploration mode. When a user touches the screen, the system notifies the service that a generic touch interaction has started. It then tracks the speed of the touch interaction and determines whether it is a touch exploration (slow) or accessibility gesture (fast) and notifies the service. When the touch interaction ends, the system notifies the service.
The system provides a new global accessibility option that lets an accessibility service open the Quick Settings menu based on an action by the user. Also added in Android 4.2 is a new accessibility feedback type for Braille devices.
To give accessibility services insight into the meaning of Views for accessibility purposes, the framework provides new APIs for associating a View as the label for another View. The label for each View is available to accessibility services through AccessibilityNodeInfo.

Improved Camera with HDR


Android 4.2 introduces a new camera hardware interface and pipeline for improved performance. On supported devices, apps can use a new HDR camera scene mode to capture an image using high dynamic range imaging techniques.
Additionally, the framework now provides an API to let apps check whether the camera shutter sound can be disabled. Apps can then let the user disable the sound or choose an alternative sound in place of the standard shutter sound, which is recommended.

Renderscript Computation


In Android 4.2, Renderscript Compute introduces new scripting features, new optimizations, and direct GPU integration for the highest performance in computation operations.

Filterscript

Filterscript is a subset of Renderscript that is focused on optimized image processing across a broad range of device chipsets. Developers can write their image processing operations in Filterscript using the standard Renderscript runtime API, but within stricter constraints that ensure wider compatibility and improved optimization across CPUs, GPUs, and DSPs.
Filterscript is ideal for hardware-accelerating simple image-processing and computation operations such as those that might be written for OpenGL ES fragment shaders. Because it places a relaxed set of constraints on hardware, your operations are optimized and accelerated on more types of device chipsets. Any app targeting API level 17 or higher can make use of Filterscript.

Script intrinsics

In Android 4.2, Renderscript adds support for a set of script intrinsics — pre-implemented filtering primitives that are accelerated to reduce the amount of code that you need to write and to ensure that your app gets the maximum performance gain possible.
Intrinsics are available for blends, blur, color matrix, 3x3 and 5x5 convolve, per-channel lookup table, and converting an Android YUV buffer to RGB.

Script groups

You can now create groups of Renderscript scripts and execute them all with a single call as though they were part of a single script. This allows Renderscript to optimize execution of the scripts in ways that it could not do if the scripts were executed individually.
Renderscipt optimizations chart Renderscript image-processing benchmarks run on different Android platform versions (Android 4.0, 4.1, and 4.2) in CPU only on a Galaxy Nexus device.
Renderscript image-processing benchmarks comparing operations run with GPU + CPU to those run in CPU only on the same Nexus 10 device.
If you have a directed acyclic graph of Renderscript operations to run, you can use a builder class to create a script group defining the operations. At execution time, Renderscript optimizes the run order and the connections between these operations for best performance.

Ongoing optimization improvements

When you use Renderscript for computation operations, you apps benefit from ongoing performance and optimization improvements in the Renderscript engine itself, without any impact on your app code or any need for recompilation.
As optimization improves, your operations execute faster and on more chipsets, without any work on your part. The chart at right highlights the performance gain delivered by ongoing Renderscript optimization improvements across successive versions of the Android platform.

GPU Compute

Renderscript Compute is the first computation platform ported to run directly on a mobile device GPU. It now automatically takes advantage of GPU computation resources whenver possible to improve performance. With GPU integration, even the most complex computations for graphics or image processing can execute with dramatically improved performance.
Any app using Renderscript on a supported device can benefit immediately from this GPU integration, without recompiling. The Nexus 10 tablet is the first device to support this integration.

New built-in developer options


The Android 4.2 system includes a variety of new developer options that make it easier to create great looking apps that perform well. The new options expose features for debugging and profiling your app from any device or emulator.
On devices running Android 4.2, developer options are hidden by default, helping to create a better experience for users. You can reveal the developer options at any time by tapping 7 times on Settings > About phone > Build number on any compatible Android device.
New developer options give you more ways to profile and debug on a device.
New developer options in Android 4.2 include:
  • Take bug report — immediately takes a screen shot and dumps device state information to local file storage, then attaches them to a new outgoing email message.
  • Power menu bug reports — Adds a new option to the device power menu and quick settings to take a bug report (see above).
  • Verify apps over usb — Allows you to disable app checks for sideloading apps over USB, while still checking apps from other sources like the browser. This can speed up the development process while keeping the security feature enabled.
  • Show hardware layers updates — Flashes hardware layers green when they update.
  • Show GPU overdraw — Highlights GPU overdraw areas.
  • Force 4x MSAA — Enables 4x MSAA in Open GL ES 2.0 apps.
  • Simulate secondary displays — Creates one or more non-secure overlay windows on the current screen for use as a simulated remote display. You can control the simulated display’s size and density.
  • Enable OpenGL traces — Lets you trace OpenGL execution using Logcat, Systrace, or callstack on glGetError.

New Platform Technologies


Android 4.2 includes a variety of new and enhanced platform technologies to support innovative communications use-cases across a broad range of hardware devices. In most cases, the new platform technologies and enhancements do not directly affect your apps, so you can benefit from them without any modification.

Security enhancements

Every Android release includes dozens of security enhancements to protect users. Here are some of the enhancements in Android 4.2:
  • Application verification — Users can choose to enable “Verify Apps" and have applications screened by an application verifier, prior to installation. App verification can alert the user if they try to install an app that might be harmful; if an application is especially bad, it can block installation.
  • More control of premium SMS — Android will provide a notification if an application attempts to send SMS to a short code that uses premium services which might cause additional charges. The user can choose whether to allow the application to send the message or block it.
  • Always-on VPN — VPN can be configured so that applications will not have access to the network until a VPN connection is established. This prevents applications from sending data across other networks.
  • Certificate Pinning — The libcore SSL implementation now supports certificate pinning. Pinned domains will receive a certificate validation failure if the certificate does not chain to a set of expected certificates. This protects against possible compromise of Certificate Authorities.
  • Improved display of Android permissions — Permissions have been organized into groups that are more easily understood by users. During review of the permissions, the user can click on the permission to see more detailed information about the permission.
  • installd hardening — The installd daemon does not run as the root user, reducing potential attack surface for root privilege escalation.
  • init script hardening — init scripts now apply O_NOFOLLOW semantics to prevent symlink related attacks.
  • FORTIFY_SOURCE — Android now implements FORTIFY_SOURCE. This is used by system libraries and applications to prevent memory corruption.
  • ContentProvider default configuration — Applications which target API level 17 will have “export” set to “false” by default for each ContentProvider, reducing default attack surface for applications.
  • Cryptography — Modified the default implementations of SecureRandom and Cipher.RSA to use OpenSSL. Added SSLSocket support for TLSv1.1 and TLSv1.2 using OpenSSL 1.0.1
  • Security Fixes — Upgraded open source libraries with security fixes include WebKit, libpng, OpenSSL, and LibXML. Android 4.2 also includes fixes for Android-specific vulnerabilities. Information about these vulnerabilities has been provided to Open Handset Alliance members and fixes are available in Android Open Source Project. To improve security, some devices with earlier versions of Android may also include these fixes.

New Bluetooth stack

Android 4.2 introduces a new Bluetooth stack optimized for use with Android devices. The new Bluetooth stack developed in collaboration between Google and Broadcom replaces the stack based on BlueZ and provides improved compatibility and reliability.

Low-latency audio

Android 4.2 improves support for low-latency audio playback, starting from the improvements made in Android 4.1 release for audio output latency using OpenSL ES, Soundpool and tone generator APIs. These improvements depend on hardware support — devices that offer these low-latency audio features can advertise their support to apps through a hardware feature constant. New AudioManager APIs are provided to query the native audio sample rate and buffer size, for use on devices which claim this feature.

New camera hardware interface

Android 4.2 introduces a new implementation of the camera stack. The camera subsystem includes the implementations for components in the camera pipeline such as burst mode capture with processing controls.

New NFC hardware interface and controller interface

Android 4.2 introduces support for controllers based on the NCI standard from the NFC-Forum. NCI provides a standard communication protocol between an NFC Controller (NFCC) and a device Host, and the new NFC stack developed in collaboration between Google and Broadcom supports it.

Dalvik runtime optimizations

The Dalvik runtime includes enhancements for performance and security across a wider range of architectures:
  • x86 JIT support from Intel and MIPS JIT support from MIPS
  • Optimized garbage-collection parameters for devices with > 512MB
  • Default implementations of SecureRandom and Cipher.RSA now use OpenSSL
  • SSLSocket support for TLSv1.1 and TLSv1.2 via OpenSSL 1.0.1
  • New intrinsic support for StrictMath methods abs, min, max, and sqrt
  • BouncyCastle updated to 1.47
  • zlib updated to 1.27
  • dlmalloc updated to 2.8.6

Here's How Bad Android's Fragmentation Problem Is [GRAPHIC]

When Google first launched Android, the open-source operating system came with the promise that it could power almost any device. That's created a proverbial cornucopia of mobile devices that consumers have to choose from, but it's also led to the issue of fragmentation — there are so many devices running different versions of Android with different capabilities that can alter experience.
Just how bad is the problem? The site Open Signal Maps studied fragmentation in detail, gathering data from 195 countries, and it put its findings in easy-to-discern graphics. The main takeaways: Yes, fragmentation is huge, with 3,997 devices, but it's also a blessing that has led to the platform becoming the No. 1 mobile OS in the world by far.
From the graphic above, it's clear Samsung is the king of the mountain among Android devices. The company's Android phones and tablets make up 40% of the devices Open Signal was able to discern through its methodology. HTC is next, followed by Sony Ericsson, Motorola and LG.
The graphic below shows that the Samsung Galaxy S II smartphone is the most popular device, making it the world's most popular Android phone. If you're a developer, you'd do well by ensuring your apps are optimized for the S II first.
SEE ALSO: Samsung Galaxy Tab 2 10.1 Highlights Android’s Tablet Problem [REVIEW]
For the Android OS itself, a little more than half of Android devices run the most recent version of Gingerbread (Android 2.3.3). About 5.7% of devices are tablets running some version of Android 3.0 "Honeycomb," and 8.5% are phones or tablets running the latest version of Android, version 4.0 "Ice Cream Sandwich."
In conclusion, the study notes, "API and screen fragmentation is probably going to get worse. Android has, however, shown commitment to make it easier to target multiple screen sizes — by introducing the (perhaps ironically named) fragments APIs in 2011 which makes it easier to turn view elements into modules."
What's your take on Android fragmentation: blessing or curse? Check out the full study at Open Signal Maps, and share your thoughts in the comments.
android-device-fragmentation-640

Protocol Data Unit (PDU)

Protocol Data Unit (PDU)


The term "letters" refers to blocks of information moved from one port to another. Letter size is independent of the size of packets in the data transmission layer. A letter is a container of information with a variable length limited to 4 K octets.

Host entities, such as processes, users and devices communicate through the exchange of letters.  Letters are given over to the local transfer station and if fragmentation is necessary the transfer station divides the letter into several commands that fit into packets.  After the letter is sent to the addressee's transfer station, the receiver reassembles the packets upon arrival and then delivers the letter as a whole to the receiving process.
The transport service also transmits data units in the form of "telegrams". A telegram is a fixed length piece of information (16 bits) intended for interrupt-like use. It could appear at the user interface as an event, as an interrupt, or as a contingency.  Transmission and delivery of telegrams is independent of letters. [Pouzin 1973, pg 82]

Addressing

The hierarchical structure in the transport name space is as follows: The network uses Transport Station addresses to identify hosts (Cigale) and these addresses route information to the proper destination. Each host has sub-addresses of transport stations that are interpreted by the multiplexing function of the transport station.  These sub addresses correlate to port numbers that identify communicating entities.

Fragmentation and Reassembly

"Instead of designing a separate layer of limited functional significance, it appeared simpler and more efficient to include fragmentation in the transport station capabilities" [Pouzin 1982, pg 62].
When necessary, a  transfer station divides letters into fixed length fragments except for the last fragment. The sender process sends each fragment  as a one packet command with proper control information. The size of the packet text has a direct relationship with the size of the fragment. Each letter carries an 8-bit reference unique within the liaison. Within the letter, fragments are numbered and an end-of-letter flag indicates the last fragment of the letter. The fragment number is 7 bits, and the end-of-letter flag is 1 bit. Upon arrival, fragments are reassembled into a copy of the letter 
To protect against lost packets, time-outs are associated with each letter that undergoes reassembly.  See the section on error control for more information about the use of time-outs to prevent packet loss.

Routing Updates

Port names constitute a convenient network-wide naming convention for all communications. Each system is then responsible for mapping its local names into ports. Outside each individual system, ports identify resources and their users.

Connection

As previously mentioned, ``liaison'' is the term that refers to the connection between two ports. This connection allows letter delivery. An initial setup is necessary to open a connection, and exchange port 
names. In order to exchange letters, one must have a ``subscription''. A ``subscription'' can be activated and deactivated, similar to a login/logout process.
 [Pouzin 1973, pg 82]

Error Detection

Telegrams are not subject to error control.
Error control is  an inherent part of reassembling letters. Since packets may get lost, a time-out associated with each letter under reassembly protects the reassembly process. This time-out is set upon receipt of the first delivered fragment, reset on receipt of each fragment, and finally turned off when all fragments of the letter have been received. If the time-out occurs, reassembly is aborted and the letter considered erroneous.
Letters are subject to error control but fragments are not. When in use on a liaison, both directions perform error control. The sending transport station sends letters with cyclically re-used sequential references and expects acknowledgement within a maximum delay after sending the last fragment of the letter.
The receiving transport station acknowledges letters immediately after reception (within the maximum delay after the last fragment) by sending back ``your reference''.  This means the receiving transport station received the letter with this reference and all preceding ones without error.  "Your reference", however, does not mean the process has read the message or agrees with its contents.  It simply acknowledges that the receiving Transport Station correctly received the letter fragment and made the fragment available to the receiving process.  There are two forms that the acknowledgement can take:  1.  It can be sent in a special command, or 2.  If there is a fragment going from the receiver back to the sender, the receiver transport station can attach the acknowledgement to that fragment.   [Pouzin 1982].

Error Recovery

To be able to recover from packet loss, the sender must keep a copy of the data it is sending until it receives an acknowledgement.
If the sending transport station within does not receive an acknowledgement within the prescribed delay, it assumes that all unacknowledged letters are lost.  It restarts the send process, beginning with the first unacknowledged letter. Once again, the sending transport station expects acknowledgement within the given delay and if it does not receive acknowledgement this process will be repeated.
If a letter has been sent ``N'' times without success, the sending transport station will declare an unrecoverable error, inform its user and quit.
There are several other rules that facilitate error recovery within the transport layer:
  • Receiving transport stations throw away duplicate letters, but they must send an acknowledgement back to sending transport station.
  • Source transport stations should not send letters with reference numbers higher than one less half a reference cycle before the last acknowledged letter.
  • Destination transport stations should not accept letters that have reference numbers higher than half a reference cycle before the last acknowledged letter.  
  • The reference cycle should be long enough to make sure that late letters do not arrive in the next reference cycle.
  • Upon initialization of error control, all references on a liaison are set to zero.  The first letter is sent with MY-REF equal to one.
[Pouzin 1982, p54]

Flow Control and Congestion Control

Telegrams are not subject to flow control. Error control inherently implements flow control on a liaison. The receiving end allocates ``Credits'' to the sending end. One credit represents the permission to send one letter. Each allocation correlates with an acknowledgement within a letter sending command or an ACK sending command. The 4-bit Credit Number parameter means: ``you may send letter with references going from your reference number + 1 up to your reference number + credit number. If credit number is zero, it means not to send any letters. The credit number has a maximum value of 15, thus, when flow control is used (it is optional), the maximum number of letters in transit is 15.

Security Features

No security features mentioned.

Mengenal WiMAX



http://blog.fastncheap.com/wp-content/uploads/2011/09/wimax.jpg




WiMAX
(Worldwide Interoperability for Microwave Access) merupakan teknologi akses nirkabel yang memiliki kecepatan akses yang tinggi dengan jangkauan luas. Teknologi WiMAX mampu menjangkau area 70 km di sekitarnya.
Setelah muncul teknologi GPRS, EDGE, 3G dan 3,5 G maka giliran WiMAX, yang sering disebut generasi keempat, unjuk kemampuan. WiMAX dikenal sebagai teknologi yag lebih baik dibanding yang sebelumnya.
Salah satu keunggulan WiMAX dibanding teknologi sebelumnya adalah dalam hal kecepatan pengiriman data (transfer rate). Bila dibandingkan, pengiriman data sebesar 5 Mb hanya akan memakan waktu 10 detik dengan kecepatan hampir 4 Mbs. Sedangkan HSDPA butuh waktu lebih lama, sekitar 40 detik dengan kecepatan hampir 1 Mbs. Berikut perbandingan transfer rate pengiriman data 5 Mb untuk beberapa teknologi.
Seiring dengan perkembangan beragam akses Internet yang berlangsung sangat cepat, ditambah dengan kestabilan dan kualitas konektivitas WiMAX, Anda akan mendapatkan pengalaman berinternet yang berbeda di segala aktivitas, seperti: browsing lebih seru, file sharing tanpa hambatan, streaming dengan kualitas terbaik, teloconference, multiplayer gaming, dsb.
Cara Kerja WiMAX
  • WiMAX bekerja dengan cara mentransmisikan data dari BTS ke terminal atau modem pelanggan dengan tingkat kualitas layanan (Quality of Service) tertentu yang dioptimalisasi secara dinamis.
  • Layanan WiMAX dapat digunakan oleh siapapun dan dapat digunakan di rumah, kantor, dan di mana pun selama berada di dalam area layanan BTS WiMAX.
  • Modem WiMAX dapat digabungkan dengan WiFi sehingga pelanggan dapat langsung menikmati segala keunggulan yang ditawarkan perangkat ini dalam waktu yang bersamaan.
http://www.youtube.com/watch?v=ujbFwiPUvUc
Perkembangan WiMAX di Indonesia
Operator WiMAX 4G pertama di Indonesia adalah Sitra WiMAX yang merupakan salah bagian dari Lippo Group dan merupakan merk dagang dari PT Firstmedia Tbk. Pada awal peluncuran tahun 2010, WiMAX hanya dapat dinikmati oleh warga Jabodetabek. Namun seiring waktu, daerah lain juga akan tercover oleh teknologi WiMAX misalnya Aceh, Medan, dan Sumatera bagian Utara dan Banten. Sedangkan untuk daerah lain, kemungkinan akan segera menyusul. Selain itu, untuk koneksi WiMAX Sitra WiMAX menjanjikan kecepatan yang stabil, yaitu sekitar 1,5 Mbps dengan kuota 50 Gb per bulan. Sungguh sebuah tawaran koneksi internet yang menggiurkan.

WiMAX Indonesia Sekarat!

WiMAX Indonesia Sekarat!

Jakarta
- Layu sebelum berkembang. Mungkin pepatah itulah yang paling cocok untuk kondisi WiMAX Indonesia saat ini. Pada awalnya digadang-gadang, diributkan, begitu lahir malah ditinggalkan. Hingga saat ini kurang jelas ke mana bekas dan arahnya. Para gadget enthusiastic mungkin kecewa karena tidak akan merasakan teknologi 4G yang sebetulnya setara LTE ini.

Teknologi Worldwide Interoperability for Microwave Access (WiMAX) merupakan pengembangan dari teknologi Wi-FI yang sudah biasa kita gunakan sehari-hari, salah satunya sebagai wireless pada komputer atau laptop.

Secara umum dikenal dua jenis WiMAX, yaitu WiMAX untuk jaringan tetap atau disebut Fixed WiMAX (standar IEEE 802.16d), dan WiMAX untuk jaringan bergerak atau sering disebut Mobile WiMAX (standar IEEE 802.16e). Standar IEEE 802.16d terbit pada Januari 2004, sedangkan IEEE 802.16e dipublikasikan tahun 2005.

Fixed WiMAX mampu mendukung kecepatan transfer data sampai 75 Mbps dengan jangkauan sampai 50 km. Sedangkan Mobile WiMAX mampu mencapai kecepatan transfer data hingga 15 Mbps dengan jangkauan 20-50 km.

Dengan kemampuan tersebut, WiMAX disebut sebagai jaringan generasi keempat (4G), meskipun sebetulnya kemampuan ini belum memenuhi standar 4G yang ditetapkan IMT-Advanced. Teknologi WiMAX lebih tepat disebut sebagai jaringan 3.9G.

Implementasi WiMAX terus merambah ke berbagai negara, hingga pada Maret 2011 Forum WiMAX melaporkan telah tergelar 582 jaringan di 150 negara. Maravedis melaporkan jumlah pengguna WiMAX pada akhir 2011 sebanyak 25.16 juta. Sementara ABI Research memprediksi pada akhir 2015 pengguna WiMAX akan mencapai 59 juta.

Kompetisi WiMAX vs LTE

Teknologi Long Term Evolution (LTE) merupakan standar terbaru teknologi jaringan bergerak, sebagai kembangan dari GSM/ EDGE dan UMTS/ HSxPA. LTE mampu memberikan kecepatan downlink hingga 100 Mbps dan uplink hingga 50 Mbps.

Seperti halnya WiMAX, LTE sering dipromosikan sebagai jaringan 4G, meskipun lebih tepat disebut sebagai jaringan 3.9G. Maravedis melaporkan pada akhir 2011 sudah 54 operator yang menggelar LTE secara komersial dengan jumlah pelanggan mencapai 12.02 juta. Lebih lanjut diprediksi jumlah pelanggan pada akhir tahun 2016 bakal mencapai 469 juta.

WiMAX lahir sekitar dua tahun mendahului LTE. Versi terbaru WiMAX dan LTE diyakini mampu memberikan kecepatan 1 Gbps untuk pemakaian tetap dan 100 Mbps untuk pemakaian bergerak. Keduanya juga sama-sama kandidat 4G. WiMAX berasal dari teknologi broadband Wi-FI, sedangkan LTE berasal dari teknologi bergerak 2G/3G.

Analis menilai bahwa Mobile WiMAX dan LTE memiliki kinerja yang relatif sebanding. WiMAX dan LTE dipastikan akan bersaing keras, sebagaimana persaingan GSM dan CDMA. Namun karena LTE memiliki basis teknologi yang telah diadopsi luas, dipastikan penetrasi LTE jauh lebih cepat dan masif dibanding WiMAX, meskipun teknologi tersebut lahir belakangan.

Laporan Maravedis menyimpulkan bahwa pertumbuhan pesat LTE di tahun 2011 telah menahan pertumbuhan pelanggan WiMAX yang semula berkisar 25-30 persen per tahun menjadi 14 persen saja.

WiMAX Indonesia Sekarat

Pada November 2009, pemerintah Indonesia menetapkan pemenang tender lisensi WiMAX untuk 15 zona secara nasional. Beberapa pemenang tender mundur hingga pada Agustus 2010 tinggal lima operator yang mengantongi lisensi tersebut, yaitu Telkom, Indosat Mega Media, Berca, Jasnita dan First Media.

Dari lima operator tersebut baru First Media dan Berca yang telah menggelar WiMAX secara komersial. Sedangkan Telkom, Indosat dan Jasnita tampaknya ragu-ragu untuk melangkah lebih jauh.

First Media telah menggelar WiMAX di wilayah Jabotabek dengan 10 BTS. Penjualan komersial telah dimulai awal 2011 dengan merek dagang Sitra. Pada November 2011 Sitra menyatakan telah mempunyai 7.000 pelanggan.

Berca baru melakukan komersial pada Februari tahun ini dengan merk dagang WiGo. Jaringan WiGO tergelar di delapan kota yaitu Medan, Balikpapan, Batam, Denpasar, Makassar, Pekanbaru, Palembang, dan Pontianak. Sampai akhir tahun 2012 WiGO merencanakan 400 BTS WiMAX.

Kenapa teknologi kandidat 4G ini tidak populer di Indonesia? Paling tidak ada tiga alasan penting seperti berikut. Pertama, kebijakan lisensi Fixed WiMAX. Pada awalnya lisensi yang ditender pemerintah adalah Fixed WiMAX. Padahal pada saat yang sama standar Mobile WiMAX telah diterbitkan dan siap komersial.

Para pemegang lisensi tampak ragu-ragu menggelar Fixed WiMAX, khawatir layanannya tidak mampu bersaing dengan Mobile WiMAX yang tentu lebih digemari pasar. Meskipun belakangan sikap pemerintah melunak, dengan mengijinkan pemegang lisensi menggelar Mobile WiMAX, namun respon tersebut di anggap terlambat.

Kedua, kebijakan tingkat kandungan dalam negeri (TKDN). Pemerintah mensyaratkan TKDN minimal 30 persen untuk perangkat dan 40 persen untuk base station. Maksud kebijakan tersebut sangat baik, yaitu membangkitkan industri lokal dan transfer teknologi.

Sehingga munculah produsen perangkat lokal seperti TRD dan HARIFF serta pembuat chipset XIRKA. Namun konsekuensinya, harga perangkat menjadi relatif lebih mahal karena skala ekonominya yang terbatas.

Ketiga, bayang – bayang LTE. Operator GSM sudah pasti akan menggelar LTE ketika lisensinya telah ditender pemerintah. Dengan jumlah pelanggan seluler yang telah mencapai 245 juta, penetrasi LTE tentu bakal meluas bahkan masif. Pada kondisi demikian, operator WiMAX menjadi semakin sulit bersaing melawan LTE. Fenomena ini tidak hanya terjadi di Indonesia, tapi di seluruh dunia.

Masa Depan WiMAX Indonesia

Sejak lisensinya di tender pemerintah tahun 2009 lalu, sampai saat ini baru First Media dan Berca yang menjual teknologi WiMAX secara komersial. Itu pun dengan jumlah pelanggan yang tidak signifikan. Lalu bagaimanakah nasib WiMAX ke depan?

Sebagai operator GSM, Indosat tampaknya batal menggelar WiMAX. Indosat diperkirakan akan lebih fokus mempersiapkan tender LTE untuk mempertahankan 50 juta pelangganya dari gempuran XL dan Telkomsel.

Dari kelima operator pemegang lisensi, sebenarnya Telkom dan First Media yang paling potensial mengembangkan WiMAX. Telkom dapat memanfaatkan teknologi WiMAX untuk meng-upgrade jaringan Speedy maupun Flexi. Namun sepertinya Telkom punya pilihan lain. Mungkin Telkom memilih GPON untuk Speedy dan EVDO-LTE untuk Flexi.

Jika Telkom dan Indosat batal menggelar WiMAX, maka tinggallah Jasnita. Seandainya Jasnita jadi menggelar WiMAX, berarti ada tiga operator yang akan melanjutkan kiprah WiMAX di Indonesia, yaitu First Media, Berca dan Jasnita. Dari ketiganya, hanya Fisrt Media yang sudah punya pengalaman di industri telekomunikasi ritel.

Perkembangan WiMAX dipastikan semakin sulit manakala LTE sudah komersial. Jika tahun depan pemerintah menggelar tender LTE, kemungkinan 2014 sudah mulai komersial. Dengan demikian momentum WiMAX sangat singkat, yaitu 2012 – 2014. Mampukah ketiga operator tersebut menggenjot penetrasi WiMAX dalam dua tahun ke depan?

Pada kondisi demikian, sepertinya perkembangan WiMAX tidak mungkin berlari cepat. Karenanya wajar jika Berca hanya menargetkan sejuta pelanggan dalam lima tahun ke depan. Teknologi WiMAX akan menjadi bonsai akibat LTE, layu sebelum sempat berkembang. Demikianlah siklus teknologi telekomunikasi, lahir berkembang dan akhirnya mati karena teknologi yang lebih diminati.

Bukan mencoba untuk berpromosi, namun bagi Anda penggemar teknologi seluler, segeralah berlangganan Sitra atau WiGo jika ingin menjajal WiMAX. Karena kemungkinan teknologi ini tidak akan berkembang luas. Dan mungkin hanya sedikit dari pengguna seluler yang akan merasakan teknologi yang sebetulnya tidak kalah hebat dibanding LTE ini.