mercredi 1 novembre 2017

Google and MediaTek will ship pre-tested, pre-certified builds of Android to OEMs

Google and MediaTek have teamed up to launch a new Android conformance and compatibility program which will help smartphone manufacturers build devices using MediaTek SoCs that will come pre-installed with Google's Mobile Services (GMS), e.g. Google Play, Gmail and YouTube.

Known as GMS Express, the program lets MediaTek ship a version of Android to its partners that is more than just the bare minimum that you get from the Android Open Source Project (AOSP), but rather a more consumer-oriented version that includes the Google Mobile Services and is ready for Google's Compatibility Test Suite (CTS) certification by third party labs.

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Under the new program, device makers can get handsets to market quicker, cheaper and yet with a consistent consumer experience. Previously, MediaTek would have provided its partners with low level support in the form of a Board Support Package (BSP), basically the hardware-specific drivers, and a version of Android based on AOSP. The Original Equipment Manufacturer (OEM) would then need to independently built its consumer offering and have it verified by a Google authorized lab. This last part can be time consuming and expensive as any certification problems would require several iterations between the OEM and the testing lab to ensure that everything is compliant.

MediaTek can now provide device makers with pre-tested, pre-certified, and fully compliant builds of Android. According to MediaTek this means that its partners can reduce the typical compatibility certification process from three months to four weeks.

Pre-tested, pre-certified, and fully compliant

But the benefit isn't just for the OEM. GMS Express also benefits consumers, as it ensures that only pre-tested and certified Android builds appear in the marketplace, giving consumers confidence they have a secure and compliant version of Android. Secure because MediaTek will be frequently sending new versions of Android to its partners with the latest security patches, meaning that companies using the GMS Express program should be able to keep their devices up to date with minimum effort.

MediaTek told me that it has already been working to get this program up and running with several key partners and that it will use Android Oreo as a base for GMS Express today, with plans to move to Android P whenever that is released by Google (probably sometime in 2018).

During a phone call with MediaTek I asked about future-proofing and I was told that a current 2017 SoC, like the entry level 4G LTE MT6739, would support Android Oreo and then Android P. Furthermore, MediaTek offers GMS Express to its partners building Android One devices. Android One devices are guaranteed to receive at least two years of upgrades to the latest version of Android.

Many people probably see MediaTek as a hardware/chip company, but hardware without software is just silicon. To that end, MediaTek likely employs more software engineers than it does hardware engineers. For the GMS Express program, it has a specialist team of software engineers that form part of its Android Software Solutions team.

Since Google Mobile Services aren't used on devices in China, the GMS Express program is aimed at OEMs, inside and outside of China, that are making international devices including devices for Europe and North America.

Read next: A lack of alternatives to Qualcomm is hurting the ecosystem

What do you think? Will offering a pre-tested, pre-certified, and fully compliant build of Android with Google Mobile Services help MediaTek's partners make secure and compliant Android devices? Please let me know in the comments below.



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Winter is coming: 5 touchscreen gloves worth picking up this holiday season

Winter is coming! Temperatures are steadily dropping, and soon gloves will be a must. Unfortunately, smartphones and gloves don't always play nice. While some modern phones have "glove modes", the experience tends to be less than ideal. The best option, of course, is to simply get a pair of touchscreen gloves.

Whether you are shopping for yourself, or looking for a great holiday gift — touchscreen gloves come in a variety of sizes, shapes, styles, and thicknesses. However, with so many options available, it's kind of hard to decide which ones to get at times. That's why we have compiled a list of what we feel are some of the very best touchscreen gloves currently available on the market that will work with your smartphone and keep you warm at the same time.

Let's get started.


The best mix of warm and functional: Moshi Digits

When it comes to touchscreen gloves, you often have to pick between staying warm and actually having decent touchscreen sensitivity. Moshi Digits provide the best of both worlds. The Moshi Digits work well in all but the most extreme colder climates, thanks to a special conductive fiber that enables accurate touch response, paired with a microfleece inner lining for extra comfort and warmth. The gloves also feature a raised pattern on the palms and fingers that make them extra grippy. This is important as many gloves actually make handling a phone with one hand nearly impossible due to fear of slippage. 

Moshi gloves will set you back just $30. One downside? Due to high demand, Moshi is currently out of all but the small size of the glove, so if you have bigger hands — you'll need to pick another option.

Buy on Amazon


The Swiss Army knife of gloves: 180s Unisex Torch LED Glove

180s is a great brand, and one we highly recommend. The Torch LED glove is particularly interesting in that it functions as a warm pair of touchscreen gloves, as well as an LED flashlight! The LED lights are integrated into the knuckles and can be replaced with CR2016 batteries. The Torch gloves are made from a softshell and stretch knit outer shell, with synthetic leather palms that provide extra grip. As you can tell from the imagine, these gloves are certainly a bit more 'rugged' looking than fashion-forward, but they are still pretty striking in design and available in a variety of different color combinations.

If you are a techie or handy man (or woman) looking for gloves that offer the perfect mix of warmth and touch, while also throwing in a handy light-up function great for working in the darkly lit spaces — you can't do much better than this. Prices will range based on size and color, though the majority of the options are around the $30 mark. 

Buy on Amazon


For those that prefer thin: Agloves Sport

touchscreen gloves

The Agloves have an award winning, patent-pending design and are made from acrylic (68 percent), metal fiber (15 percent), spandex (12 percent), and rubber (5 percent). The gloves provide ten-finger functionality, which basically means that you can tap on the screen of your smartphone with the finger of your choice. As they are primarily made from acrylic, they are breathable and help draw moisture away from your hands. The gloves contain real silver and must be washed by hand.

As you can see in the photo, they aren't as thick as some of the other options on the list, making them better suited for the fall season, or for those that live in climates that don't don't transform into a frozen tundra half-way through the winter months. 

The Agloves Sport are available in three different sizes: S/M, M/L, and XL. You have the option of choosing between five colors which are black, red, brown, navy, and white. The price depends on the size as well as color, starts at $8.96, and goes all the way up to $19.99. Get them via the button below.

Buy on Amazon


Best for extreme winter temps: FURST Storm Touchscreen Winter Ski Gloves

The FURST Storm Touchscreen gloves are designed for those who will be hitting the slopes or really putting themselves in any situation where temperatures are going to be ultra cold. The gloves are made of a breathable waterproof material and has reverse velcro wrist straps for secure fit.

FURST Storm gloves are constructed of 100g of 3M super-efficient thinsulate insulation. Bottom-line, they'll keep your hands warm but without making them feel too sweaty or uncomfortable. Another notable feature of the FURST gloves are the zippered pockets on the backs of the hands that can hold keys, cards, cash, or whatever have you.

While the gloves are branded as "mens", they come in sizes small all the way through xtra large, making them suitable for just about anyone. They even come with a scarf, all for a price of just $50. Not bad considering all the features offered. 

Buy on Amazon 


Best for runners: Head Sport running gloves

touchscreen gloves

If you like to run during colder months and normally bring your smartphone along for music, GPS tracking, and so on, the Head Sport gloves just might be for you. You'll be able to tap on a touchscreen with either your thumb or the index finger. The touchscreen gloves offer a secure grip thanks to the Silicone Palm Design, which will make sure your device won't slip out of your hand easily.

They have extended cuffs, come in the Black or Heather color option, and are available in four different sizes — XS, S, L, and XL. Head's gloves have a very sporty design and will go great with your running gear. However, if you're dressed a bit more stylish, you'll probably want to leave them at home and opt for one of the more elegant-looking pair of gloves.

The price depends on both the color you choose as well as the size. The cheapest pair is available for $7.89, while the most expensive will set you back $27.99.

 

Retrofit your existing gloves: Nanotips

touchscreen gloves

We have come to the last item on the list, which is a bit different than the rest. If you absolutely love your current gloves that don't work with touchscreens and don't want to replace them, Nanotips might be a great solution for you. It's a liquid comprised of evenly dispersed ultra-fine conductive nanoparticles that form a conductive film on the surface of your glove.

All you have to do is apply it on your glove's fingertip, spread it around, wait until it dries, and you're good to go. You can check out a short demo of the product in the video below.

The applied liquid is 90 percent transparent, waterproof, and will last for a few weeks. One bottle will set you back $15 and is good for about 15 applications. There are two versions available: Nanotips Black for leather and rubber gloves and Nanotips Blue that can be used on fabrics and fleeces. 

Buy on Amazon


So, there you have it. These are the best touchscreen gloves we think you can get on the market right now. They all basically do the same thing but each one has a different design, so we're sure you'll be able to find a pair that you like.  Which pair of touchscreen gloves listed above is the one you would consider getting? Let us know in the comment section below.

Disclosure: E-Commerce Content is independent of editorial content and we may receive compensation in connection with your purchase of products via links on this page. This post may contain affiliate links. See our disclosure policy for more details.


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New Google App feed rolling out with round UI elements, more buttons

It was speculated earlier this month that Google was working on a redesign of the feed found in the Google App. Based on APK teardowns at the time, it looked like this might introduce a new navigation bar and rounded UI objects. Those design changes are unlikely to please everyone, but it looks like Google is nonetheless rolling them out.

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Reddit user was first to spot the rollout of the new design, which seems to be arrive with version 7.15 of the Google App (others report that they don't have it yet, so it could be a server-side change.) They also uploaded a helpful screenshot of the new interface, which you can check out below, left, with the previous design seen on the right.

It's a nice looking update, rounded cards look a bit more playful, while the bottom navigation bar has been redesigned and now holds five icons. The hamburger menu, previously found at the top left of the Google feed, has now migrated south.

I still find the "upcoming" icon to be unclear, though, as I did in the last iteration; it has kind of changed from a brick that's just had a bright idea to a to a shallow half-pipe that's just had a bright idea. One of you folks will probably tell me what I'm missing, there. Further, it seems like a bad idea having two identical search icons on the same page (seen bottom center and top right of the screenshot on the left) — I'm sure this isn't the last change to the Google Feed we're going to see.

What do you guys think about the new design? Let us know in the comments below.



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How to add sensor support to your apps (and how your phone’s sensors work)

The sensors in your smart device are a big part of what make it, well, smart.

Sensors allow our devices to understand context— they tell phones where they are in space and how we're using them.

This opens up a ton of potential new functionality for apps, whether that means using tilt controls or it means changing settings based on ambient brightness, noise or other elements. In the future sensors will play even more vital roles in supporting augmented reality and virtual reality applications.

Sensors are what make applications like AR possible and may be instrumental in new 'inside out' VR tracking in future. Crazier still, the theory of embodied cognition suggests that the successful development of artificial intelligence may be entirely dependent on these kinds of sensors.

Sensors allow our devices to understand context. They help them know where they are in space and it gives them some clue as to how we're using them.

As a developer, you should be asking how you're going to make use of these sensors in your app. This will show you how to get started. It's up to you to put them to awesome use.

Using the sensor manager

In order to access the sensors on our devices, we need to use something called SensorManager. Setting this up will be the first and most complex part of the job but it's really not that bad.

Start a new Android Studio project and select Empty Activity as your starting point. Head over to the activity_main.xml file and add an ID to the TextView here like so:

  android:id= "@+id/sensorData"  

This will let us refer to that TextView in our code and that in turn means we can update it with information from our sensors.

Now, in MainActivity.java you're going to change the line:

  public class MainActivity extends AppCompatActivity  

So that it reads:

  public class MainActivity extends AppCompatActivity implements SensorEventListener  

This means borrowing some of the methods from SensorEventListener, so we can listen for these inputs.

While implementing SensorEventListener, we'll need to override a few methods from that class. These are:

  @Override   public void onAccuracyChanged(Sensor sensor, int accuracy) {  }  

And:

  @Override   public void onSensorChanged(SensorEvent event) {       if(event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {       }  }  

We'll also need a few new variables, so define these:

  private SensorManager manager;  private Sensor accelerometer;  private TextView textView;  private float xAcceleration,yAcceleration,zAcceleration;  

We're going to use those floats to show the data we get from the accelerometer.

For those new to coding: if you see some words underlined in red, that means you need to import the relevant classes. You can do this by selecting the text and pressing Alt + Return.

First, find the TextView ready to fill with our data. Put this in your onCreate:

  textView = (TextView)findViewById(R.id.sensorData);  

Now we need to create our SensorManager and define our Sensor:

  manager = (SensorManager) getSystemService(Context.SENSOR_SERVICE);  accelerometer = manager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);  

To use the sensor manager though, we first need to 'register' it. Once we're done with it, it will need to be unregistered it in order to free up resources. We'll do this in the onStart and onPause methods of our activity:

  @Override   protected void onStart() {       super.onStart();       manager.registerListener(this, accelerometer, SensorManager.SENSOR_DELAY_UI);   }    @Override   protected void onPause() {       super.onPause();       manager.unregisterListener(this);   }  

SENSOR_DELAY_UI is basically referring to the 'refresh rate' of our sensor. It's a little slower than the other options and good for handling UI changes. For real world use, you might choose another option, such as SENSOR_DELAY_GAME. This is the recommended refresh rate for games, which is a common use of the accelerometer.

With that, we're now ready to receive data from our sensors. We do this with the onSensorChanged method. This updates whenever the data changes, but with a slight delay, which we set when we registered the listener. Note that even when your device is completely flat on the table, it will probably still pick up some movement.

Add the following code to the onSensorChanged method:

  if(event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {      xAcceleration = event.values[0];      yAcceleration = event.values[1];      zAcceleration = event.values[2];      textView.setText("x:"+xAcceleration+"\nY:"+yAcceleration+"\nZ:"+zAcceleration);  }  

Remember that '\n' begins a new line, so all we're doing here is showing three floats for each axis on our TextView with a new line for each one. We can get data from each of the three axes by using event values 1-through-3.

Plug in your phone or set up your emulator and hit play. The data from the accelerometer should output to the screen.

Using different sensors

Now you have your sensor manager set up, listening in to the other sensors on your device is easy. Just replace the two occurrences of TYPE_ACCELEROMETER with TYPE_GYROSCOPE or TYPE_ROTATION_VECTOR and you'll be able to access the relevant information. (You may also want to rename your sensor object.

As an example, let's try the STEP_COUNTER. Just make the change, then add an integer called steps and then change your onSensorChanged liked so:

  @Override  public void onSensorChanged(SensorEvent event) {   if(event.sensor.getType() == Sensor.TYPE_STEP_COUNTER) {       steps++;       textView.setText("Steps:"+steps);   } else if(event.sensor.getType() == Sensor.TYPE_STEP_COUNTER) {       xAcceleration = event.values[0];       yAcceleration = event.values[1];       zAcceleration = event.values[2];       textView.setText("x:"+xAcceleration+"\nY:"+yAcceleration+"\nZ:"+zAcceleration);   }  }  

I left the old code there so that we can easily select a different sensor in the future. Note that you can listen for multiple different sensors at once.

If you hold the device as you go for a walk, it should count the number of steps taken until you close the app. I tested it, but couldn't bring myself to walk more than 11 steps.

You can find the full range of sensor types and a bit about each one on the Android Developers site.

A few key ones to keep in mind (and a bit about how they each work):

Accelerometer: The accelerometer measures force applied to your device on three axes in m/s2. Accelerometers work thanks to the piezoelectric effect, which uses microscopic crystals which become stressed under accelerative force. This creates a small voltage which can be interpreted to gauge the force. Capacitance accelerometers meanwhile sense changes between microstructures that are located in close proximity. As the acceleration moves the structures, this capacitance changes and this too can be read by the device.

Gyroscope: This measures the rate of rotation around the three axes. Note this is the rate of rotation – not the angle. In other words, it's how fast and how far you are turning it. A gyroscopic sensor can work via a spinning wheel which moves in accordance with the movements of the device. In smaller devices like smartphones, the same process is achieved using a small amount of silicone inside a sealed chamber.

Temperature: This of course measures the temperature of the device in C. Temperature sensors work using a thermocouple or 'RTD' (resistance temperature detector). A thermocouple utilizes two different metals which generate electrical voltage which correlates with changes in temperature. RTDs meanwhile alter their electrical resistance as the heat changes and alters their structure.

Accelerometers work thanks to the piezoelectric effect, which utilizes microscopic crystals that become stressed under accelerative force.

Heartrate: These days, many devices include a heart rate monitor, allowing you to measure your BPM for health tracking purposes. Heart rate monitors in smartphones look for color changes in blood vessels that indicate oxygenation. You can find more information on this in one of my older articles.

Proximity: This measures how close an object is to your device, the main use being to dim the screen when a user holds the phone up to their face. Proximity sensors work by sending out a signal of some sort and then waiting to see how long it takes for that signal to be bounced off of a surface and returned. Some proximity sensors achieve this with soundwaves (like your parking sensor), but in the case of your phone, it's achieved with an infrared LED and a light detector.

Light: The light sensor is often used in order to alter screen brightness to save battery life and ensure good viewing in direct sunlight. They use materials which alter their conductive properties in response to light (photo-conductors or photo-resistors) or materials with arrangements of electrodes that become excited and generate a current when basked in light. The latter is also how solar panels work!

Note that some of these sensors are 'hardware' sensors, while others are 'software' sensors. A software sensor is the result of an algorithm applied to data from multiple different hardware sensor types. For example, if you use the step counter, this actually uses data that is acquired from the accelerometer and gyroscope etc. to estimate your steps. There is no physical 'step counter' hardware.

Doing something useful with sensors

Now that you have access to your sensors, what do you want to do with them? The most obvious option would be to use motion controls for your input in a game. That's done by grabbing data that from the sensors and then using that to reposition a sprite. To do that, we want to create a custom view where we can draw bitmaps and move them around. First we need to create a new class.

Find MainActivity.java on the left and right click here to choose New > Java Class. Call your new class 'GameView' and where it says superclass, type 'View' and select the first one that comes up. A new Java Class is just a new script and by choosing to extend View (by selecting it as the superclass), we're saying that our new class is going to behave as a type of view.

Every class needs a constructor (which lets us build objects from it – instances of our new view), so add the following method:

  public GameView(Context context) {   super(context);  }  

If you struggle with any of these concepts, check out our other development posts on object oriented programming.

Now we need some variables, so add these to your GameView class:

  private float x;  private float y;  private Bitmap ball;  

Add a ball bitmap of any kind to your resources folder and call it ball.png. Load that image in your constructor like so:

  ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball);  

Finally, override the onDraw method that we get when we extend view. In here, draw the bitmap onto the canvas:

  @Override   protected void onDraw(Canvas canvas) {       canvas.drawBitmap(ball, x, y, null);       invalidate();  }  

Try running this code and you should now be presented with a ball on the screen. Because our x and y variables are 0, it should be on the top left.

Now, if we make a new public method like so:

  public void move() {   x++;  }  

We could then access that method from our MainActivity.java and make the ball sprite move left as we shake the device back and forth:

  @Override  public void onSensorChanged(SensorEvent event) {      if(event.sensor.getType() == Sensor.TYPE_ACCELEROMETER)  {          if (event.values[0] > 1) {              gameView.move();          }      }  }  

GameView.Move is being called only when the device is shaken with enough force because event.values[0] needs to be bigger than 1.

We could use this to make a game that has you shake the device madly to win a race for instance, like those old Olympics games on the SEGA Genesis!

Tilt controls

I know what you're thinking: that's not what you need to be able to do! Instead, you wanted to control a sprite like this by tilting the app from side to side.

To do this, you'll be using TYPE_ROTATION_VECTOR, as unfortunately TYPE_ORIENTATION has been deprecated. This is a software sensor extrapolated from data generated by the gyroscope, magnetometer and accelerometer together. It combines this to provide us with a quaternion (nemesis of Superion).

Our job is to get a useful angle from this, which we do like so:

  float[] rotationMatrix = new float[16];  SensorManager.getRotationMatrixFromVector(   rotationMatrix, event.values);    float[] remappedRotationMatrix = new float[16];  SensorManager.remapCoordinateSystem(rotationMatrix,   SensorManager.AXIS_X,   SensorManager.AXIS_Z,   remappedRotationMatrix);    float[] orientations = new float[3];  SensorManager.getOrientation(remappedRotationMatrix, orientations);    for(int i = 0; i < 3; i++) {      orientations[i] = (float)(Math.toDegrees(orientations[i]));  }    if(orientations[2] > 45) {      gameView.moveRight();  } else if(orientations[2] < -45) {      gameView.moveLeft();  } else if(Math.abs(orientations[2]) < 10) {    }  

This code will cause the ball to move left and right when you tilt the screen 45 degrees in either direction. Remember to change the update delay, as mentioned earlier. You may also want to fix the orientation of your app so that it doesn't keep switching between horizontal and portrait. Hopefully you've already guessed what moveRight and moveLeft do so you can populate those yourself.

Once you've done it once (AKA copied and pasted it once), you'll never have to do it again.

The math here itself is pretty unpleasant and in all honesty I found it by referring to another article. But once you've done it once (AKA copied and pasted it once), you'll never have to do it again. You could put this whole SensorManager code into a class and just forget about it forever!

Now we've got the basics of a fun game starting to come to life! Check out my article on creating a 2D game for another approach to moving sprites around.

Closing comments

That's a pretty detailed look at sensors, though there's a lot more to learn here. What you learn will depend on how you want to use your sensors and which ones interest you specifically. In the case of our game, you'd want to use a better algorithm to affect things like momentum and velocity. Or perhaps you're interested in using a different sensor entirely, like ambient pressure sensors!

The first step is to decide what you want to achieve with sensor input.  To that end, all I'll say is: be creative. There are more ways to use sensors than just controlling games!



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Here’s a handy list of every smart home device supported by Google Home

Google Home is getting smarter with each new update, but while Google Assistant continues to impress on its own, a Google Home device only truly comes to life when it has a few equally smart neighbors to interact with.

With the recent release of the smaller, cheaper Google Home Mini, there will be plenty of families welcoming a Home smart speaker into their own living rooms for the first time. Many of those same buyers will also be in the market for other smart home devices shortly after.

Thankfully, finding out whether a smart home product is compatible with the original Google Home, Google Home Mini, or the upcoming Google Home Max, is now easier than ever. Thanks to a new Google support page, you can see a list of over 1,000 supported devices from more than 150 popular brands.

Editor's Pick

The page lists off "Home Control Partners" in alphabetical order, or you can narrow your search by entering keywords or selecting a specific tag.  For example, if you're looking to bolster your home security, typing in "Security" will present links to the online stores for Canary, Ring, and similar companies.

Other categories include smart plugs, lighting, robot vacuum cleaners, electric vehicle companion apps, and even a precision cooker. The comprehensive list even includes devices that make use of Actions on Google services built by third-party developers.

Read: What is Google Assistant? How can you use it?

In short, if there's a device out there that will listen to Google Home voice commands – and in some cases even Google Assistant on your phone or tablet – it's almost certain to be here. Even if you're not immediately looking for more smart home devices, we would definitely recommend bookmarking the page for any future shopping sprees.



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BlackBerry Motion heading to Canada November 10 for $599 CAD

TCL unveiled its latest smartphone, the BlackBerry Motion, earlier this month. This is TCL's first dust and water resistant BlackBerry phone  — it arrives with an IP67 rating — and, unlike more traditional BlackBerry handsets, it arrives without a physical keyboard.

The Motion is also seeing a limited rollout and won't be sold in as many markets as the likes of the BlackBerry KeyONE (it hasn't yet been announced for the US). However, a press release issued by TCL yesterday (via Android Central) has revealed that it will be heading to Canada in just nine days time.

Editor's Pick

TCL says that the new handset is coming to Koodo, Bell, TELUS, and SaskTel, starting at $599 CAD (~$465 USD) outright or $99 on a two-year contract; check out the current list of plans from TCL below.

  • Bell: $99 CAD on a 2-year premium plan; $599.00 CAD outright
  • TELUS: $100 CAD on a 2-year premium plan; $605.00 CAD outright
  • Koodo: $100 CAD on a Tab Large plan; $605.00 CAD outright
  • SaskTel: $99 CAD on a 2-year premium plan; $599.99 CAD outright

This means that the Motion undercuts the current KeyONE price by 100 bucks or so, and even provides the better specs. It's essentially the same as the KeyONE except it comes with a larger display at 5.5 inches compared to 4.5 inches, bigger battery (4,000 mAh vs 3,505 mAh), an extra gigabyte of RAM (4 GB vs 3 GB on the base KeyONE model) and water-resistance. It's even said to have a stronger, nano-diamond display protection.

It lacks the KeyOne's QWERTY keyboard, dual-sim tray and possibly FM radio — I'm not sure if TCL has confirmed the radio in the Motion, yet — but many people prefer touchscreen phones anyway.

All told, it looks like it could be a smart product release from TCL, it's just a shame it might not reach many markets. Take a look at the rest of the BlackBerry Motion's specs and features at the link.



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Google Pixel 2 now on sale in India: ₹61,000 at Flipkart

Update: Following the pre-order period for the Pixel 2s in India that kicked off last week, the smaller Google Pixel 2 is now officially on sale. Flipkart is the exclusive Pixel 2 online reseller, though Gadgets360 notes that they will be available through offline channels like "Reliance Digital, Croma, Poorvika, Sangeetha Mobiles, Vijay Sales," and others.

Financing options via HDFC Bank, Bajaj Finance, and others, are also available.

Meanwhile, the larger Google Pixel 2 XL is set for release in a couple of weeks time on November 15; find out more about the price and specs details regarding the new phones in our original coverage below.

Pre-orders for the Pixel 2 smartphones in India will kick off on Thursday, October 26, at midnight. They will exclusively be available on Flipkart with sales officially starting on November 1 for the Pixel 2 and November 15 for its bigger brother.

The 64 GB version of the Pixel 2 will set you back Rs. 61,000, while the 128 GB variant will retail for Rs. 70,000. To get the XL model, you'll have to dish out Rs. 73,000 (64 GB) or Rs. 82,000 (128 GB).

Editor's Pick

In order to increase the number of pre-orders, Flipkart is offering a few introductory offers. Those who opt for either of the two devices can get a Sennheiser headset worth Rs. 11,990 for just Rs. 1. Additionally, you can also get an extra Rs. 5,000 off on exchange of select phone models and take advantage of a no-cost EMI starting at Rs. 3,389 per month.

It's also worth pointing out that Flipkart is running a contest on its Facebook page and will give a free Google Daydream View (2017) headset to five winners — learn more here.

The Google Pixel 2 and 2 XL are both flagship devices and come with the Snapdragon 835 chipset, 4 GB of RAM, and a 12.2 MP camera. The difference between them is that the XL model sports a 6-inch display with an 18:9 aspect ratio, while the one on the Pixel 2 measures 5-inches (16:9). The Pixel 2 XL also has a bezel-less design and, of course, comes with a larger battery. To learn more, check out our review of the Pixel 2 series.

Will you get one of the Pixel smartphones once they go up for pre-order in India? Let us know in the comments.



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