Introduction
Cloud Phone Overview
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The device-cloud engine consists of the device side and the cloud side. The cloud side runs on a server; the device side is generally a cloud phone APK, which can be installed on your Android mobile phone to interact with the cloud side and operate the Kbox container.
This document describes the integrated development of the device and cloud engines used in the
Related Concepts
Service Name |
Concept |
|---|---|
Instruction stream engine |
The instruction stream engine pulls cloud rendering computing requirements to the terminal through instruction separation and uses terminal GPUs to complete rendering and compute locally, creating a unique competitive edge. Compared with traditional solutions, the instruction stream engine has the following advantages: (1) It provides near-lossless image quality. The display resolution can be dynamically extended without affecting the bandwidth. (2) It does not rely on cloud GPUs, reducing costs and resolving GPU ecosystem weaknesses. (3) It breaks through GPU computing and video RAM limits, enabling heavy rendering applications to run efficiently. (4) The bandwidth consumption is low and the real-time performance is high in office rendering scenarios. |
Touch Engine |
The touch engine consists of the server and the client. It enables a server-side cloud phone to identify touch operations on a client-side physical mobile phone. The server installation package is an .so file that integrates the function of injecting touch data generated on the client into a server-side cloud phone. The client installation package is an .aar file that integrates the function of intercepting touch data on the client. Simple external APIs are provided, and developers do not need to focus on the underlying technical details. Currently, the touch engine supports only the Android platform. The development process and encoding instances are provided. The demo provides a series of code samples to demonstrate how to call APIs to help developers quickly understand service development. |
Audio Engine |
The audio engine consists of the server and the client. It enables a client-side physical mobile phone to play the audio data generated on a server-side cloud phone. The server installation package is an .so file that integrates the function of redirecting audio data on the server. The client installation package is an .aar file that integrates the function of playing the server-side redirected audio data. Simple external APIs are provided, and developers do not need to focus on the underlying technical details. Currently, the audio engine supports only the Android platform. The development process and encoding instances are provided. The demo provides a series of code samples to demonstrate how to call APIs to help developers quickly understand service development. |
Document Usage
The open source software (android-qemu, goldfish-opengl, Mesa, LLVM, and libdrm) mentioned in the following sections is for reference only. You understand and agree that when using and integrating open source software, you shall strictly comply with the corresponding open source license to ensure that you fulfill the obligations specified in the license. Any vulnerabilities and security issues in open source software are resolved by the corresponding upstream communities based on their own vulnerability and security response mechanisms. Please pay attention to the notifications and version updates released by the upstream communities. Huawei does not assume any responsibility for the vulnerabilities and security issues of the preceding open source software.