Jawbone’s demise heralds the end of the wearables industry

Personal note: The decline of this type of wearables started two years ago when the market was flooded with them and it’s no longer “cool” to have one. Most people stop using it after a few months. Just think – who wants to check the heart rate so many times a day? We acknowledge the fact that this type of device exposes some information to consumers which they didn’t have easy access to before. But people just won’t develop a habit for it. 

The company’s apparent collapse is a lesson for all that hardware is hard.

Sometimes deaths are sudden, but most company deaths are the opposite, with Jawbone’s protracted terminus taking upward of a year. The company was an early pioneer in the consumer-wearables market and had raised close to a billion dollars in investment, but that wasn’t enough to save it. Its end doesn’t just mean the demise for one company, but signals the end of the great generation of wearables.

A report by The Information claims the company has begun the process of liquidating itself, at least in part. It’s also believed that co-founder and CEO Hosain Rahman is launching a new company — Jawbone Health Hub — to continue part of his mission. Health Hub will apparently produce health-related wearable hardware and software, as well as service the existing Jawbone devices in the wild.

Whatever form the remains of Jawbone take, the company will never again scale the heights it once did. The wearables market, and the world, has moved on to the point where new entrants have a nigh-impossible journey to success. A variety of factors killed Jawbone the first time out, but there’s no indication that Rahman knows how to get past those obstacles.

One lesson that many startups learn the hard way is that developing consumer hardware is far harder than it may seem. Even Jawbone, which had experience building Bluetooth audio gear, couldn’t easily apply its knowledge to wearable technology. In 2011, the Jawbone Up promised the world a stylish fitness tracker that made the Nike+ Fuelband and Fitbit’s belt-worn pedometers look outdated by comparison.

In reality, however, the first version of the Up was a disaster, with individual models randomly bricking and components liable to failure. The promised 10-day battery life never materialized, and vibration motors were prone to breaking at inopportune moments. Engadget’s review unit broke after two weeks, and while the company began offering free replacements to buyers, its reputation was already damaged.

Unlike software, which can be fixed months or even years after it is originally released, hardware is a much trickier proposition. Whatever advantage Jawbone had in getting the first Up through the door was lost when the company had to claw back those devices and start again. If some of the richest companies in the world can ship hardware with massive defects, what hope does a tiny startup have?

Jawbone’s hardware chops didn’t improve, however, and my own Up 3 review unit broke after just three weeks of use. I charged it to full before going to bed, but the low-battery alarm went off five times in a single night. Given that the company had talked up its smart-wake features, the failure was extraordinarily grating.

Jawbone might have been smart to prioritize durability and looks over function, but the follow-up device was hamstrung by what it couldn’t do. A lack of wireless connectivity meant you had to plug the band into your smartphone’s headphone jack to sync data, a bugbear rival wearables quickly eliminated. Its high cost also began to alienate users who were looking for cheaper devices — a market that Fitbit was quick to embrace.

Then there’s the fact that the watch industry itself is never going to be as big as that for other technology products, like Bluetooth speakers or smartphones. The advent of the mobile phone helped reduce people’s need for a dedicated timepiece on their wrist, and not everyone wears one on a daily basis, anyway. Those who do may want a device that can actually tell the time — a feature that Jawbone’s devices notably lacked.

Economics played its part in Jawbone’s demise, because the job its devices professed to do could be done by much cheaper hardware. It’s hard to justify buying the Up 3, a $180 fitness band that can’t tell the time, if your smartphone can track your activity just as well. It was also released after the first Apple Watch, making Jawbone’s newest device a relic from a simpler time.

For those people who don’t want a smartwatch, it’s possible to buy a fitness tracker for the same as a bucket of fried chicken. Chinese behemoth Xiaomi has become the biggest name in the wearables market with its MiBand, which is priced at around $22. For that little cash, you get a device that will monitor your activity and sleep that packs both an optical heart rate monitor and an OLED display.

Jawbone isn’t the only wearables outfit to face tougher competition, and gloomy clouds are beginning to linger over Fitbit. The company has spent big to control the middle tier of the wearables market with its $70-ish devices like the Flex. But it’s hard to justify such a purchase if you can get a similarly-workable piece of kit for half, or even a third, of that price. Meanwhile, at the top end, it’s hard to justify spending almost as much as a true smartwatch for a premium fitness tracker like the Blaze.

The Blaze is a good case study, because it retails for $199.95 — just $50 less than LG’s Watch Style and $70 less than the cheapest Apple Watch model. It explains why Fitbit is so desperate to build its own smartwatch platform that can stand toe-to-toe with the offerings from both Apple and Google. But even Fitbit, which has spent big to acquire smartwatch companies like Pebble and Vector, is struggling. Although it may, once again, attempt to buy Jawbone in the hope of bolstering its own ambitions — something we’ve talked about before.

The wearables market is looking an awful lot like Main Street after the advent of big-box retail on the outskirts of town. Jawbone, Basis, Pebble, Vector and the rest look like mom-and-pop stores compared to the behemoths of Apple and Google. Fitbit is holding on and using its cash to buy up whatever talent it can in the hope of staying afloat, but that’s no guarantee of success.

It’s hard to see how the wearables market, at least concerning devices that go on your wrist, can continue from here. Earlier this year, iMore’s Rene Ritchie commented that there is no longer a “smartwatch market, just an Apple Watch market.” Looking at the IDC figures for the first part of 2017, it’s hard not to see his point, especially when the only company coming close to Apple is Xiaomi.

It’s easy to predict that the wearables market will soon crunch down, with Apple dominating the high end and Google living off its scraps. Fitness trackers, the stock in trade of companies like Fitbit and Jawbone, will become the province of cheap, mass-market brands like Misfit in the US and Xiaomi in China. The rest will be divided up between niche players like Garmin and Polar, the traditional-watch industry, and Fitbit, for however long the latter can survive.

Micro:bit Small-board Computer Launches in U.S. & Canada to Inspire Next Generation of Students

The Micro:bit Foundation aims to put the device into the hands of 2 million children in the U.S. & Canada by 2020

microbit

The Micro:bit Educational Foundation announced today the micro:bit is now available to schools, clubs and families across the U.S. and Canada. The micro:bit is a credit card-sized, programmable device designed to teach the next generation of children fundamental critical thinking skills through computer programming.

The goal of the micro:bit is to give educators and parents an easy-to-use tool to teach the basics of computer programming and inspire students to imagine, invent and innovate, said Hal Speed, Head of North America at the Micro:bit Foundation. Our goal is to put this device into the hands of 2 million elementary and middle school students in the U.S. and Canada by 2020, in an effort to ensure all children have the opportunity to learn these valuable skills. In the digital age, computer science is a foundational skill vital for every student to learn. It’s a skill that applies to many different subjects, including math, science, art and music.

A recent study conducted by Gallup found that while 90 percent of parents in the U.S. want their child to learn computer science, only 40 percent of schools offer computer programming or coding classes. Additionally, the diversity problem in STEM fields starts in elementary school. Girls, students of color and lower-income students are all less likely to have access to computer science learning in K-12 schools.

schoolchildren working with microbit

The Micro:bit Foundation hopes to address these disparities by integrating the micro:bit device into elementary and middle school curricula throughout the U.S. and Canada. As part of this effort, the Foundation has partnered with a number of organizations that specialize in the development of curricula including, Project Lead The Way in the U.S. and Fair Chance Learning in Canada. Microsoft has also developed its own curriculum for the micro:bit and a wide-range of lesson plans are available on the micro:bit website

The micro:bit is incredibly powerful, not only for getting students excited about computer science, but also for teaching the critical thinking skills necessary to solve complex problems, said Heather Koleszar, an elementary STEAM teacher at the Union School District in San Jose that recently participated in a micro:bit pilot study.

The pilot study focused on pinpointing the most effective ways to integrate the micro:bit into existing curricula and on identifying new opportunities for teachers and educators to use the device to fulfill their digital education goals.

code blocks

The micro:bit includes 25 LEDs to display simple images and text, two programmable buttons, a variety of sensors and can connect to other devices via Bluetooth. Additionally, the pins on the edge of the device allow for easy expansion to other hardware modules and broadens the creative options for students.

The micro:bit can be programmed using the popular block-based coding language Scratch. The micro:bit Scratch extension is available at scratchx.org. Students can also program the device using Microsoft MakeCode, which allows them to switch back and forth between block-based and text-based coding.

The Micro:bit Foundation aims to put the device in the hands of 2 million children across the U.S. and Canada by 2020 and hopes to eventually reach more than 100 million kids around the world. The device starts at $14.95 USD and authorized resellers include Adafruit, CanaKit, Fair Chance Learning, Fry’s, MCM Electronics, Micro Center, SparkFun and others. For more information about the micro:bit or to find the nearest reseller, visit the Foundation resellers list.

For those attending, the micro:bit will be on display at ISTE 2017 in booth 3241.

About the Micro:bit Educational Foundation

The Micro:bit Foundation is enabling children around the world to get creative with technology and invent in school, in clubs and at home. A micro:bit was given to every year 7 student in the UK in 2016 and is now starting to be used around the world. Started by the BBC and a great team of partners, the Micro:bit Foundation is an international nonprofit organization.

Amazon Greengrass launches as a snap on Ubuntu

Personal note: Take a look at Ubuntu Core with Qt for Internet of Things development (6/25/2017)

Last week, Amazon launched Greengrass, their new IoT platform allowing developers to create intelligent edge software. Amazon is collaborating with a variety of manufacturers to make Greengrass available on as many devices as possible from home gateways, industrial gateways to smart microphones. This is a reflection of the increased appetite from hardware vendors and developers to bring software definable devices to market, where third party developers can add new functionalities to existing devices and get rewarded for it. By deploying more intelligence at the edge, developers can build devices with more offline functions, faster responses that are cheaper for them to operate and give users an improved experience. By offering software definable devices they also give themselves the opportunity to offer a continuously improving experience but also new paid services that help them monetise their device even after they’ve been purchased.

Image result for ubuntu

AWS Greengrass is a step in this direction and solves one of the major problems associated with the software definable internet of things, namely how to give developers a simple and familiar development experience on edge devices by letting them re-use their backend code. With AWS Greengrass developers can now use the same skills and code they use in the cloud to write Lambda functions of MQTT based rules to write internet of things applications right at the edge of the network.

For device makers, building a software definable device using AWS Greengrass is, therefore, the guarantee of building an attractive option for developers. To facilitate this process Amazon has collaborated to make Greengrass available as a snap – the universal Linux packaging format. Snaps allow software companies like Amazon to distribute their software in immutable packages that will run consistently across hardware independent of the operating system they use and regardless of the state of that OS. This makes it simple for device manufacturers like Advantech to include Amazon Greengrass in their devices and thus propose a certified Greengrass device for developers to use. Combined with Ubuntu Core, the all snap version of Ubuntu for IoT devices, Greengrass as a snap also offers an opportunity for device makers and developers to monetise their software by building an app store for things.

Where is Java used in Real World?

If you are a beginner and just started learning Java, you might be thinking where exactly Java is used? You don’t see many games written in Java except Minecraft, desktop tools like Adobe Acrobat, Microsoft Office are not written in Java, neither is your operating systems like Linux or Windows, so where exactly people use Java? Does it have any real-world application or not? Well, you are not alone, many programmers ask this question before starting with Java, or after picking Java is one of the programming language of choice at graduate level. By the way, you can get a clue of where Java is used by installing Java at your desktop, Oracle says more than 3 billion devices run Java, that’s huge number, isn’t it? Most major companies use Java in one way or other. Many server side applications are written in Java to process tens of millions of requests per day, high frequency trading applications are also written in Java e.g. LMAX trading applications, which is built over their path breaking inter-thread communication library, Disruptor. In this article, we will see more precisely, what kind of projects are done in Java, which domain or sector Java is dominating and where exactly Java is useful in real-world?

Real World Java Applications

There are many places where Java is used in real world, starting from commercial e-commerce website to android apps, from scientific application to financial applications like electronic trading systems, from games like Minecraft to desktop applications like Eclipse, Netbeans and IntelliJ, from open source library to J2ME apps etc. Let’s see each of them in more detail.

1) Android Apps
If you want to see where Java is used, you are not too far away. Open your Android phone and any app, they are actually written in Java programming language, with Google’s Android API, which is similar to JDK. Couple of years back Android has provided much needed boost and today many Java programmer are Android App developer. By the way android uses different JVM and different packaging, but code is still written in Java.

2) Server Apps at Financial Services Industry
Java is very big in Financial Services. Lots of global Investment banks like Goldman Sachs, Citigroup, Barclays, Standard Charted and other banks use Java for writing front and back office electronic trading system, writing settlement and confirmation systems, data processing projects and several others. Java is mostly used to write server side application, mostly without any front end, which receives data form one server (upstream), process it and sends it other process (downstream). Java Swing was also popular for creating thick client GUIs for traders, but now C# is quickly gaining market share on that space and Swing is out of its breath.

3) Java Web applications
Java is also big on E commerce and web application space. You have a lot of  RESTfull services being created using Spring MVC, Struts 2.0 and similar frameworks. Even simple Servlet, JSP and Struts based web applications are quite popular on various government projects. Many of government, healthcare, insurance, education, defense and several other department have their web application built in Java.

Real world application of Java

4) Software Tools
Many useful software and development tools are written and developed in Java e.g. Eclipse, InetelliJ Idea and Netbans IDE. I think they are also most used desktop applications written in Java. Though there was time when Swing was very popular to write thick client, mostly in financial service sector and Investment banks. Now days, Java FX is gaining popularity but still it is not a replacement of Swing and C# has almost replaced Swing in Finance domain.

5) Trading Application
Third party trading application, which is also part of bigger financial services industry, also use Java. Popular trading application like Murex, which is used in many banks for front to bank connectivity, is also written in Java.

6) J2ME Apps
Though advent of iOS and Android almost killed J2ME market, but still there is large market of low end Nokia and Samsung handset which uses J2ME. There was time when almost all games, application, which is available in Android are written using MIDP and CLDC, part of J2ME platform. J2ME is still popular on products like Blu-ray, Cards, Set top boxes etc. One of the reason of WhatsApp being so popular is because it is also available in J2ME for all those Nokia handset which is still quite big.

7) Embedded Space
Java is also big in the embedded space. It shows how capable the platform is, you only need 130 KB to be able to use Java technology (on a smart card or sensor). Originally Java was designed for embedded devices. In fact, this is the one area, which was part of Java’s initial campaign of “write once, run anywhere” and looks like it is paying up now.

8) Big Data technologies
Hadoop and other big data technologies are also using Java in one way or other e.g. Apache’s Java-based HBase and Accumulo (open source), and  ElasticSearch as well. By the Java is not dominating this space, as there are technologies like MongoDB which is written in C++. Java has potential to get major share on this growing space if Hadoop or ElasticSearch goes big.

9) High Frequency Trading Space
Java platform has improved its performance characteristics a lot and with modern JITs, its capable of delivering performance at C++ level. Due to this reason, Java is also popular on writing high performance systems, because Though performance is little less compared to native language, but you can compromise safety, portability and maintainability for more speed and it only takes one inexperienced C++ programmer to make an application slow and unreliable.

10) Scientific Applications
Nowadays Java is often a default choice for scientific applications, including natural language processing. Main reason of this is because Java is more safe, portable, maintainable and comes with better high-level concurrency tools than C++ or any other language.

In 1990s Java was quite big on Internet due to Applet, but over the years, Applet’s lost its popularity, mainly due to various security issues on Applet’s sand boxing model. Today desktop Java and Applets is almost dead. Java is by default Software industries darling application development language, and given its heavy usage in financial services industry, Investment banks and E-commerce web application space, any one learning Java has bright future ahead of him. Java 8 has only reinforced the belief that Java will continuing dominating software development space for years to come.

If you don’t want to check or remember the IP address of Raspberry Pi on LAN

The flexible way: Set up avahi / zeroconf. Zeroconf is ‘a set of techniques that automatically creates a usable Internet Protocol (IP) network without manual operator intervention or special configuration servers.’[3]. Avahi is an implementation of zeroconf which ‘ships with most Linux and *BSD distributions’ [4], but not the Raspberry Pi’s Debian distribution. Zeroconf will be familiar to Apple users as Bonjour and is pretty clever tech which means that things Just Work when sharing stuff across computers on a network. In this context, it means that once we’ve set it up on the Raspberry Pi, we’ll be able to address it as:

raspberrypi.local

regardless of what IP address it’s been assigned on your local network. This is handy if its IP address is likely to change regularly, and even means we’ll continue to be able to address it if we’re on a different network (say, shuffling between home and work networks).
Information in this section largely gathered from 4dc5.

  1. Install avahi with the following commands on the Raspberry Pi:
    sudo apt-get install avahi-daemon

    and then on older Debian installs:

    sudo update-rc.d avahi-daemon defaults

    or on newer Raspbian installs:

    sudo insserv avahi-daemon

    (if in doubt, you’re probably on the newer one).

  2. Create a configfile for Avahi at /etc/avahi/services/multiple.service. I did this with the following command:
    sudo pico /etc/avahi/services/multiple.service

    The contents of this file should be something like the following, courtesy of aXon on the Rasperry Pi forums:

    <?xml version="1.0" standalone='no'?>
    <!DOCTYPE service-group SYSTEM "avahi-service.dtd">
    <service-group>
            <name replace-wildcards="yes">%h</name>
            <service>
                    <type>_device-info._tcp</type>
                    <port>0</port>
                    <txt-record>model=RackMac</txt-record>
            </service>
            <service>
                    <type>_ssh._tcp</type>
                    <port>22</port>
            </service>
    </service-group>
  3. Apply the new configuration with:
    sudo /etc/init.d/avahi-daemon restart

    The Raspberry Pi should now be addressable from other machines as raspberrypi.local, for example:

    ssh pi@raspberrypi.local
  4. Get Windows to play nice with avahi
    If you’ve done the first steps correctly and you open up PuTTY and you try to address your Raspberry Pi as raspberrypi.local; it will tell you:
    Puttyerroravahi.png
    This happens for a very good reason: your Windows PC can’t interpret the UDP-datagrams avahi sends and most firewalls don’t even allow them to get read. So you’ll have to do a couple of things extra to get it working.

  1. Get Bonjour for Windows
    http://support.apple.com/kb/DL999 Just install it, the quick next next next next procedure will suffice. Now your computer is able to interpret the UDP datagrams which are multicasted by the Raspberry Pi. But we’re not out of the woods just yet; if you try to ping to your Raspberry Pi:

    C:\Windows\System32>ping raspberrypi.local
    Ping-request cannot find host raspberrypi.local.
    Check the name and try again.
  2. Tell your firewall: trust me, I’m an engineer.
    Stereotypically, the firewall forbids us to have some fun. First of all, the 5353 UDP port is blocked on most firewalls, so you have to add an exception for it. Also, you’ll have to grant Internet access to the mDNSresponder.exe. This way, whenever your computer tries to connect with a host *.local, mDNS sends a multicast over the local subnet to ask whether anyone calls himself *.local. If mDNS isn’t granted network access, nothing gets multicasted and nobody answers the phone.
    Note: If you have the McAfee firewall, you’ll also have to enable UDP control. If it isn’t enabled, all UDP datagrams are ignored.
  3. Enjoy the pleasure of typing raspberrypi.local in PuTTY
    After these steps, you should be able to ping to raspberrypi.local and even address it that way in PuTTY. YMMV, if you’re still having troubles at this point, try to ping to raspberrypi.local with the firewall turned off. If it works: hey presto, you’ve got your culprit, and you can start an educated Google search.

 

How to access Ruby web server such as WEBrick or Puma (Rails framework) from other computers on LAN

Alright, so you are familiar with

rails s -b IP_ADDRESS -p PORT

To run the server on the localhost is simple (The default binding IP is 0.0.0.0)

rails s

To make it accessible from another computer on the LAN, you will need to specify your IP address and the port (normally port 80). If your LAN firework blocks port 80, you will need to specify another port then, such as 3000 or 8080.

LAN_access_rails

Teensy 3.5 & 3.6 – Powerful Microcontrollers For Making Awesome DIY Electronic Projects

Teensy is a microcontroller development board used for building all sorts of awesome DIY electronic projects.

Over the last year I’ve been designing 2 new Teensy models using far more powerful microcontroller chips; a huge step up in capability from prior Teensy and other Arduino compatible boards.  Now, hopefully with your backing, it’s time to move from development & prototype phase to the first production run of these new, much more powerful products.

The scope of this Kickstarter project involves completing a first production run and publishing good Arduino-compatible support software, with these 2 new Teensy boards as the physical rewards shipped to backers.

However, this new hardware is meant to be a stepping stone to open an ambitious new chapter of software design & platform enhancements.  As I’ve done with Teensy for many years, I intend to develop increasingly powerful but easy-to-use software libraries and even improvements to the Arduino platform to enable everyone to more easily create awesome, incredible DIY projects.

A Brief History of Teensy

Teensy has always been about bringing more powerful microcontroller features to the DIY Electronics world, not just hardware, but advanced libraries that allow more powerful features to be used easily from Arduino.

Teensy 1.0 (late-2008) offered 12 Mbps native USB at a time when all Arduino compatible boards used slow serial.  It was the first board Arduino compatible board to feature very fast USB communication.

Teensy 2.0 (2009) added support for USB Keyboard, Mouse & MIDI.  At this time nearly all Arduino libraries were hard-coded for Diecimila/Duemilanove.  In 2010-2011, I added thin abstraction layers to Servo, Firmata, OneWire, IrRemote & many more, as well as fixed many issues and optimized code, which later paved the way for compatibility for later Arduino products (Mega, Leonardo, etc).  Starting from this early period, I contributed many optimizations & improvements back to Arduino, to benefit everyone, not just Teensy users.

Teensy became more widely used from 2011.  So did the early addressable LED strips.  Inspired by a conversation with Phil Burgess, I created code to stream USB packets to LEDs.  This pushed Teensy 2.0 to its technical limits, but several people used it to build some awesome LED projects.

 

Teensy 3.0 (2012) was the first 32 bit Teensy, launched here on Kickstarter.  While Maple deserves the credit for being the first 32 bit Arduino compatible board, Teensy 3.0 began a major effort to port every widely used Arduino library and begin developing new libraries to truly use the far more capable hardware.

By early 2013, much less expensive addressable LEDs appeared.  Many people were interested in using them for video walls, inspired by those earlier projects.  At first this seemed impossible due to their tight timing requirements.  But using the flexible DMA controller and timers in Teensy 3.0, I created the OctoWS2811 LED library which has been used by many thousands of people to create truly outstanding large LED products.

Small color TFT screens also became inexpensive around this time.  At 320×240 resolution, these update quite slowly using 8 bit microcontrollers.  Running the same code on Teensy 3.0 results in a 3 to 4 times speedup.  But by developing a special optimized library to take advantage of the more sophisticated hardware FIFO and control signal hardware, much better performance was achieved.

Teensy 3.1 & 3.2 (2014) Teensy was updated to a faster chip with 4 times larger RAM.  The increased memory size opened up the possibility of very flexible audio.  I spent nearly 2 years developing the Teensy Audio Library, which is actually a toolkit of dozens of audio processing components.  To help people use it, I created this design tool, borrowing GUI code from the Node-Red project.

 

With some help from Alysia Dynamik, in late-2015 we created a workshop and tutorial demonstrating many of the audio library features.  This video walkthough can give you a good idea of how I’ve tried to put this 32 bit hardware to use, crafting a library that not only makes audio processing possible, but easy to do from Arduino sketches.

Since this video was made, several more audio features have been added, including quad channel input & output and USB audio streaming, where Teensy appears to your PC as a USB sound card and audio data streams bidirectionally between your PC and the audio library.

Each new generation of more capable Teensy hardware has brought the opportunity to develop these advanced libraries.  Now, hopefully with your backing, it’s time to again step up to more powerful hardware.

Technical Features & Specifications

Features specific to Teensy 3.6:

  • 180 MHz ARM Cortex-M4 with Floating Point Unit
  • 1M Flash, 256K RAM, 4K EEPROM
  • Microcontroller Chip MK66FX1M0VMD18 (PDF link)
  • USB High Speed (480 Mbit/sec) Port
  • 2 CAN Bus Ports
  • 32 General Purpose DMA Channels
  • 11 Touch Sensing Inputs

Features specific to Teensy 3.5:

  • 120 MHz ARM Cortex-M4 with Floating Point Unit
  • 512K Flash, 192K RAM, 4K EEPROM
  • Microcontroller Chip MK64FX512VMD12 (PDF link)
  • 1 CAN Bus Port
  • 16 General Purpose DMA Channels
  • 5 Volt Tolerance On All Digital I/O Pins

Features common to both:

  • 62 I/O Pins (42 breadboard friendly)
  • 25 Analog Inputs to 2 ADCs with 13 bits resolution
  • 2 Analog Outputs (DACs) with 12 bit resolution
  • 20 PWM Outputs
  • USB Full Speed (12 Mbit/sec) Port
  • Ethernet mac, capable of full 100 Mbit/sec speed
  • Native (4 bit SDIO) micro SD card port
  • I2S Audio Port, 4 Channel Digital Audio Input & Output
  • 14 Hardware Timers
  • Cryptographic Acceleration Unit
  • Random Number Generator
  • CRC Computation Unit
  • 6 Serial Ports (2 with FIFO & Fast Baud Rates)
  • 3 SPI Ports (1 with FIFO)
  • 4 I2C Ports
  • Real Time Clock
    The pin assignments have been designed to preserve compatibility with the 28 breadboard-friendly pins of prior Teensy 3.x models.  All 28 of these pins support the same features as the older models.

More I/O pins are available at small surface mount pads on the back side.  The 6th serial port, 4th I2C port and 3rd SPI port are on these pins.  They’re not as easy to access as the main 42 through-hole pins on the outside edge, but for projects where you really need access to a huge number of I/O signals or those extra communication ports, these boards do give you a way to access them (but keep the board to a reasonably small “Teensy” size).

Teensy 3.6 has a second USB port which is capable of 480 Mbit/sec speed.  It’s intended to used in USB host mode, so you can connect USB devices like a keyboard or memory stick.  This USB port is accessed using 5 pins, which are compatible with the commonly available internal PC cables for USB.

The Arduino IDE is the primary method used to program Teensy.  Like prior models, my goal for Teensy is the best possibility compatibility with all Arduino functions and widely used libraries.

Development Timeline

I started planning for a high-end Teensy about 3 years ago.  This paper model was among the very first steps.  This paper model was made before Teensy 3.2 existed (early 2014), when we were still using the Mini54 chip to implement the bootloader. It has sat on the corner of my desk all this time, as a reminder to make a more capable Teensy model.

As you can see, the concept of a 48 pin breadboard friendly form factor with the micro SD socket existed from the very early days.  Originally 10 more through-hole pins were planned between the pushbutton and chip, with 8 of them providing the last Serial, I2C & SPI ports.  You can see these 10 pins on all the later prototype boards, but they were ultimately changed to to bottom-side SMT pads to allow room for the USB host port.

This circuit board is the first prototype which actually worked, made in early 2015.  A few others were made earlier but didn’t work and were never debugged.  As you can see from the white wire, this version also had some mistakes.

NXP/Freescale published datasheets for the MK66 chip in mid-2015 and the chips became available in late-2015, long after this prototype was made with the earlier MK22 chip.

To say this early prototype “worked” may be a bit of an exaggeration.  I had quite a bit of trouble with my code and the newer flash memory controller.  NXP/Freescale calls this controller “FTFE”.  The ones in other Teensy models are “FTFL” and “FTFA”.  Their documentation looks very similar, but subtle differences set my efforts back by many months.  FTFE only supports 64 bit word size.  It also seems to have very strange undocumented behavior in some conditions, which aren’t treated as errors at all by the smaller FTFL & FTFA controllers.

Two more prototype boards (no photos) were made, based on the update from the MK22 chip to MK64 & MK66.  The pin assignments changed somewhat, mostly to allow an Ethernet PHY shield to use the on-chip Ethernet peripheral.  The extra power pins were brought near the center of the board, to see these connections short for a future Ethernet shield, which would require the RMII interface which clocks at 50 MHz.

In May 2016, the last prototype was adapted to make this beta test board.  It has the final pinout with sockets added at the intended form-factor.

In June, we began a beta test period, first sending 10 of these boards to long-established community contributors in mid-June, and another 16 later in July.  As you can read in that incredibly long forum thread, a pretty tremendous amount of beta testing has occurred over the last couple months!

Before finalizing the pinout, I wanted to be absolutely certain we could have a working Ethernet shield.  The RMII signals seemed simple enough, but lingering questions remained about the RMII clock.  So in July I designed this Ethernet shield using the LAN8720A chip.

I was able to write and confirm a simple ping sketch.  Some of the beta testers, especially forum user Manitou, stepped up to do much more testing, including benchmarks that show the hardware really is capable of back-to-back packet processing at 100 Mbit/sec speed!

A pretty incredible amount of testing has been done over these last two months, including impressive benchmarks on the native SD port and some initial results with the 480 Mbit/sec USB port.  Most of the Arduino libraries have been ported or updated.

In July I turned my attention to the PCB layout.  The design uses 6 layers.  Cramming all this into the Teensy form-factor, routing so many signals from the 144 ball BGA using “escape routing” mostly on just 2 sides without any other PCB area for signals to cross back to the other side of the PCB was quite a challenge.  This was by far the most difficult PCB layout I’ve ever done.  After a few solid weeks of work, it was finally all routed, even preserving 2 of the layers for only ground and power planes.

As you can guess by the purple color of my prototypes, I love OSH Park, and I tend to make many iterations as I work on a project.  But they don’t offer a 6 layer service, nor small slots which I wanted to use for a strong USB connector.  It seems nearly all 6 layer prototype services are quite expensive.  We ended up having our normal PCB vendor make the 6 layer prototype in the form of the actual panels we’ll use for production.

All Teensy 3.x boards are assembled in the USA, at a local contract manufacturer that’s only a 15 minute drive away.  Robin and I met with them, and they were eager to do a test run, especially since this our first PCB with this BGA chip and the USB connector using slots.

The boards from this pre-production run work great, I was quite relieved to learn after making this small run of boards using a brand new PCB layout (have I mentioned how much I wish for OSH Park’s awesome service for 6-layer boards).  The final production boards will be identical, with the minor exception of those extra holes in the panel frame were relocated, to better fit special fixture equipment they use with applying the solder paste.

Even though most of the technical work to design this board is completed, much work remains to be done for a final release.  How we will test these is the next major task as we fully test every board before shipping them out.  Much work also remains on documentation everyone needed for a properly supported development board.  I’ll be writing updates.  These high-end components and 6 layer boards also involve quite a financial investment (PJRC is a tiny company, just a few people) which is where the magic of Kickstarter comes in.  We’ll gauge the size of this first production run of boards based on the response here, so I hope you’ll consider backing this project to help us complete the last step of a full production release.

Future Software Development Goals

Teensy has always been about so much more than just its hardware, about bringing more advanced but easy-to-use software libraries to the Maker & DIY hardware communities.  In this last section, I’d like to share some of my ambitions for where this far more powerful hardware can take us.

Kickstarter requires all projects to have clear goals, to be able to define a point where the creator can say “it’s finished”.  For Teensy 3.5 & 3.6, that goal is shipping all the rewards, and a non-beta software release that provides compatibility with all the standard Arduino functions, libraries that come built-in to Arduino, and the 76 of the 77 other commonly used Arduino libraries that ship with Teensyduino 1.29 (one is specific to only 8 bit AVR).  These should not be considered part of completing this project.

  • USB Types for MTP Disk, USB ethernet
  • Audio library, many ambitious ideas: network in/out streaming, real-time pitch shifting (phase vocoder), tempo/beat analysis, granular synthesis & effects, etc
  • LED music visualization (prime use of the floating point unit)
  • SD library to use DMA and pre-fetching, thread/interrupt safe caching
  • Ethernet library, drop-in replacement for Arduino’s Ethernet lib
  • Arduino Event Processing API
  • USB Host Library Exansion & optimization
  • Debug features integrated into the Arduino IDE

While some work has been started on a few of these, most of these are “wish list” ideas.  Much of the best work I’ve done for Teensy over the years, such as the OctoWS2811 library for video-speed control of large LED projects as been inspired by comments.  So please do comment.  It really can lead to great things!

Risks and challenges

Manufacturing of any hardware can involve risk of delays. Vendors may deliver materials late, assembly issues can lead to setbacks, and issues with testing, package and shipping can come up.

PJRC (my small company) has 16 years of experience manufacturing and selling microcontroller development boards, and I personally have 24 years of professional electrical engineering experience. Many people who backed the Teensy 3.0 Kickstarter in 2012 have commented it was one of the few campaigns they’ve ever seen ship on time. We recently completed a tiny preproduction run of beta test boards, which builds a high degree of confidence we will be able to manufacture these boards without significant delays.

I am confident we’ll avoid such issues, based on how well the pre-production run went. It’s a major personal goal of mine to see every single reward shipped on time! But unforeseen issues can always come up. If they do, we certainly do have the resources and experience to quickly deal with setbacks.

The short-term software goals, excellent compatibility with Arduino and widely used Arduino libraries are looking very promising. Beta testing over the last 2 months has already resolved many issues, with nearly all libraries confirmed working. Of course, software is notoriously difficult to ever become absolutely bug free.

Long-term future software development goals, while not technically within the scope of this project’s rewards, are of course important. They’re also very ambitious ideas which may take a very long time, or may change in scope, or may not come to fruition. I do have a good history of developing these sorts of software projects, but no particular grand software idea is ever 100% certain until it’s actually implemented.