android db (SQLite, Realm or Redus) - Android Developer Previews

I have a to chose between those Database :SQLite, Realm or Redux
witch one is the best for regular db update ?

Hi smauh117, this is my opinion:
Persistence - why Realm, not Room (SQLite)?
Room Persistence Library is a part of google's android acrhitecture components announced Google IO 2017. It provides an abstraction layer over SQLite to allow fluent database access while harnessing the full power of SQLite, works well with LiveData.
But, SQLite is not simple, and relational database is not easy for a lot of android developers. In almost android application, local database is offen used for data caching only, and isn't center of bussiness processes.
Realm is a mobile database, a replacement of SQLite and ORMs. It is much more simple than SQLite, but really powerfull, easy to learn in minutes, not hours, for every mobile deveopers, both Android and iOS. Even "Realm Database is much faster than an ORM, and often faster than raw SQLite". With lazy data loading, your app can easy to archive better performance and user experience, it's really difficult if you are using Room.
Room works well with LiveData and lifecycle aware to prevent memory leaks, how about Realm ?
It dosen't matter, Realm can easy to adapt with LiveData, read more: Android Architecture Components and Realm.
For full article and source code, please visit my project here.
I also created this project to compare Realm and SQLite (with ROOM). Please checkout different branches.

Thank you

:good::good:

smaug117 said:
I have a to chose between those Database :SQLite, Realm or Redux
witch one is the best for regular db update ?
Click to expand...
Click to collapse
AFAIK: Redux is an architectural pattern and not a database like Realm and what do you mean by "regular db update" ?
Anyway, Google's Room is a pretty good and established abstraction layer over SQLite on Android. I don't recommend Realm because there're a couple of pitfalls regarding multithreading. If you don't want to use SQLite + Room check out Objectbox.

smaug117 said:
I have a to chose between those Database :SQLite, Realm or Redux
witch one is the best for regular db update ?
Click to expand...
Click to collapse
SQLIte/Room may not be the best option depending upon what you actually mean by regular db update.
That is SQLite and therefore Room (Room being an abstraction layer over SQLite) is intended as an embedded database and thus each device has it's own distinct database and synchronisation with external data would have to be coded/developed, just pulling data from one source wouldn't be overly difficult. However, two/multiple way/device synchronisation would introduce complexities and hence why many solutions use other databases that are intended as a client server solution (e.g. MYSQL for example).
Firebase, not that I've used it, could be a solution as this is a client/server solution and is designed for Android use.
Personally I find native SQLite easier and therefore faster to use than Room. I've never used Realm.

it depends on your data architecture, if you'd like to use a non relational database just go with Realm, it's like mongo for mobile apps, otherwise there is Room, which represent the relational database by using Sqlite.

@MJT said:
SQLIte/Room may not be the best option depending upon what you actually mean by regular db update.
Personally I find native SQLite easier and therefore faster to use than Room. I've never used Realm.
Click to expand...
Click to collapse
I completely agree. I use SQLite to save user preferences in the application. It is simple and stable.
And this is a cross-platform solution (not only for android).

Related

Android insights: HW Acceleration, performance, Lags

Hi @all,
yesterday i posted a nice article about how HW Acceleration is done since honeycomb (and the difference before).
I think its a good idea to post here nice and interesting articles - this can help the devs here but the users to why
sometimes its simply impossible to code things or fix things.
Please dont spam this thread, even its in general section - let users read interesting things instead of pages full of ****
"The Reason Android is Laggy"
Dianne starts off her post with a surprising revelation:
“Looking at drawing inside of a window, you don’t necessarily need to do this in hardware to achieve full 60fps rendering.
This depends very much on the number of pixels in your display and the speed of your CPU. For example, Nexus S has no
trouble doing 60fps rendering of all the normal stuff you see in the Android UI like scrolling lists on its 800x480 screen.”
Hun? How can this be the case? Anybody who’s used a Nexus S knows it slows down in all but the simplest of ListViews.
And forget any semblance of decent performance if a background task is occurring, like installing an app or updating the
UI from disk. On the other hand, iOS is 100% smooth even when installing apps. But we know Dianne isn’t lying about the
potential CPU performance, so what’s going on?
The Root Cause
It’s not GC pauses. It’s not because Android runs bytecode and iOS runs native code. It’s because on iOS all UI rendering
occurs in a dedicated UI thread with real-time priority. On the other hand, Android follows the traditional PC model of rendering
occurring on the main thread with normal priority.
This is a not an abstract or academic difference. You can see it for yourself. Grab your closest iPad or iPhone and open Safari.
Start loading a complex web page like Facebook. Half way through loading, put your finger on the screen and move it around.
All rendering instantly stops. The website will literally never load until you remove your finger. This is because the UI thread is
intercepting all events and rendering the UI at real-time priority.
If you repeat this exercise on Android, you’ll notice that the browser will attempt to both animate the page and render the HTML,
and do an ‘ok’ job at both. On Android, this a case where an efficient dual core processor really helps, which is why the Galaxy
S II is famous for its smoothness.
On iOS when an app is installing from the app store and you put your finger on the screen, the installation instantly pauses until
all rendering is finished. Android tries to do both at the same priority, so the frame rate suffers. Once you notice this happening,
you’ll see it everywhere on an Android phone. Why is scrolling in the Movies app slow? Because movie cover thumbnails are
dynamically added to the movie list as you scroll down, while on iOS they are lazily added after all scrolling stops.
Other Reasons
The fundamental reason Android is laggy is UI rendering threading and priority, but it’s not the only reason. First, hardware
acceleration, despite Dianna’s reservations, does help. My Nexus S has never been snappier since upgrading to ICS. Hardware
acceleration makes a huge difference in apps like the home screen and Android market. Offloading rendering to the GPU also
increases battery life, because GPUs are fixed-function hardware, so they operate at a lower power envelope.
Second, contrary to what I claimed earlier, garbage collection is still a problem, even with the work on concurrent GC in Dalvik.
For example, if you’ve ever used the photo gallery app in Honeycomb or ICS you may wonder why the frame rate is low. It turns
out the frame rate is capped at 30 FPS because without the cap, swiping through photos proceeds at 60 FPS most of the time,
but occasionally a GC pause causes a noticeable “hiccup”. Capping the frame rate at 30 fixes the hiccup problem at the expense
of buttery smooth animations at all times.
Third, there are the hardware problems that Dianne discussed. The Tegra 2, despite Nvidia’s grandiose marketing claims, is hurt
by low memory bandwidth and no NEON instruction set support (NEON instructions are the ARM equivalent of Intel’s SSE, which
allow for faster matrix math on CPUs). Honeycomb tablets would be better off with a different GPU, even if it was theoretically
less powerful in some respects than the Tegra 2. For example, the Samsung Hummingbird in the Nexus S or Apple A4. It’s telling
that the fastest released Honeycomb tablet, the Galaxy Tab 7.7, is running the Exynos CPU from the Galaxy S II.
Fourth, Android has a ways to go toward more efficient UI compositing. On iOS, each UI view is rendered separately and stored
in memory, so many animations only require the GPU to recomposite UI views. GPUs are extremely good at this. Unfortunately, on
Android, the UI hierarchy is flattened before rendering, so animations require every animating section of the screen to be redrawn.
Fifth, the Dalvik VM is not as mature as a desktop class JVM. Java is notorious for terrible GUI performance on desktop. However,
many of the issues don’t carry over to the Dalvik implementation. Swing was terrible because it was a cross platform layer on top
of native APIs. It is interesting to note that Windows Phone 7’s core UI is built in native code, even though the original plan was to
base it entirely on Silverlight. Microsoft ultimately decided that to get the kind of UI performance required, the code would have to
be native. It’s easy to see the difference between native and bytecode on Windows Phone 7, because third party apps are written
in Silverlight and have inferior performance (NoDo and Mango have alleviated this problem and the Silverlight UIs are generally very
smooth now).
Thankfully, each of the five issues listed above is solvable without radical changes to Android. Hardware acceleration will be on all
Android phones running ICS, Dalvik continues to improve GC efficiency, the Tegra 2 is finally obsolete, there are existing workarounds
for the UI compositing problems, and Dalvik becomes a faster VM with every release. I recently asked +Jason Kincaid of +TechCrunch
if his Galaxy Nexus was smooth, and he had this to say:
“In general I've found ICS on the Galaxy Nexus to be quite smooth. There are occasional stutters — the one place where I can
consistently get jitters on the Galaxy Nexus is when I hit the multitasking button, where it often will pause for a quarter second.
That said, I find that the iPhone 4S also jitters more than I had expected, especially when I go to access the systemwide search
(where you swipe left from the home screen).”
So there you go, the Android lag problem is mostly solved, right? Not so fast.
Going Forward
Android UI will never be completely smooth because of the design constraints I discussed at the beginning:
- UI rendering occurs on the main thread of an app
- UI rendering has normal priority
Even with a Galaxy Nexus, or the quad-core EeePad Transformer Prime, there is no way to guarantee a smooth frame rate if these
two design constraints remain true. It’s telling that it takes the power of a Galaxy Nexus to approach the smoothness of a three year
old iPhone. So why did the Android team design the rendering framework like this?
Work on Android started before the release of the iPhone, and at the time Android was designed to be a competitor to the Blackberry.
The original Android prototype wasn’t a touch screen device. Android’s rendering trade-offs make sense for a keyboard and trackball device.
When the iPhone came out, the Android team rushed to release a competitor product, but unfortunately it was too late to rewrite the UI
framework.
This is the same reason why Windows Mobile 6.5, Blackberry OS, and Symbian have terrible touch screen performance. Like Android, they
were not designed to prioritise UI rendering. Since the iPhone’s release, RIM, Microsoft, and Nokia have abandoned their mobile OS’s and
started from scratch. Android is the only mobile OS left that existed pre-iPhone.
So, why doesn’t the Android team rewrite the rendering framework? I’ll let Romain Guy explain:
“...a lot of the work we have to do today is because of certain choices made years ago... ...having the UI thread handle animations is the
biggest problem. We are working on other solutions to try to improve this (schedule drawing on vsync instead of block on vsync after drawing,
possible use a separate rendering thread, etc.) An easy solution would of course to create a new UI toolkit but there are many downsides to
this also.”
Romain doesn’t elaborate on what the downsides are, but it’s not difficult to speculate:
- All Apps would have to be re-written to support the new framework
- Android would need a legacy support mode for old apps
- Work on other Android features would be stalled while the new framework is developed
However, I believe the rewrite must happen, despite the downsides. As an aspiring product manager, I find Android’s lagginess absolutely
unacceptable. It should be priority #1 for the Android team.
When the topic of Android comes up with both technical and nontechnical friends, I hear over and over that Android is laggy and slow.
The reality is that Android can open apps and render web pages as fast or faster than iOS, but perception is everything. Fixing the UI lag
will go a long way to repairing Android’s image.
Beyond the perception issue, lag is a violation of one of Google’s core philosophies. Google believes that things should be fast. That’s a driving
philosophy behind Google Search, Gmail, and Chrome. It’s why Google created SPDY to improve on HTTP. It’s why Google builds tools to help
websites optimize their site. It’s why Google runs it’s own CDN. It’s why Google Maps is rendered in WebGL. It’s why buffering on Youtube is
something most of us remember, but rarely see anymore.
But perhaps the most salient reason why UI lag in Android is unacceptable comes from the field of Human-Computer Interaction (HCI). Modern
touch screens imply an affordance language of 1 to 1 mapping between your finger and animations on the screen. This is why the iOS over-scroll
(elastic band) effect is so cool, fun, and intuitive. And this is why the touch screens on Virgin America Flights are so frustrating: they are incredibly
laggy, unresponsive, and imprecise.
A laggy UI breaks the core affordance language of a touch screen. The device no longer feels natural. It loses the magic. The user is pulled out of
their interaction and must implicitly acknowledge they are using an imperfect computer simulation. I often get “lost” in an iPad, but I cringe when a
Xoom stutters between home screens. The 200 million users of Android deserve better.
And I know they will have it eventually. The Android team is one of the most dedicated and talented development teams in the world. With stars like
+Dianne Hackborn and +Romain Guy around, the Android rendering framework is in good hands.
I hope this post has reduced confusion surrounding Android lag. With some luck, Android 5.0 will bring the buttery-smooth Android we’ve all dreamed
about since we first held an HTC G1. In the mean time, I’ll be in Redmond working my butt off trying to get a beautiful and smooth mobile OS some
of the recognition it deserves.
Click to expand...
Click to collapse
How do Android Apps work- Java, its compilation and role of DalvikVM
OK, here goes mine..
was researching around about the role of java in android and I found this piece of info..
it explains the way android apps work and stuff..
Visit here for the full article..
What is Java?
Android applications are developed using the Java language. As of now, that’s really your only option for native applications. Java is a very popular programming language developed by Sun Microsystems (now owned by Oracle). Developed long after C and C++, Java incorporates many of the powerful features of those powerful languages while addressing some of their drawbacks. Still, programming languages are only as powerful as their libraries. These libraries exist to help developers build applications.
Some of the Java’s important core features are:
It’s easy to learn and understand
It’s designed to be platform-independent and secure, using
virtual machines
It’s object-oriented
Android relies heavily on these Java fundamentals. The Android SDK includes many standard Java libraries (data structure libraries, math libraries, graphics libraries, networking libraries and everything else you could want) as well as special Android libraries that will help you develop awesome Android applications.
Why is Platform Independence Important?
With many programming languages, you need to use a compiler to reduce your code down into machine language that the device can understand. While this is well and good, different devices use different machine languages. This means that you might need to compile your applications for each different device or machine language—in other words, your code isn’t very portable. This is not the case with Java. The Java compilers convert your code from human readable Java source files to something called “bytecode” in the Java world. These are interpreted by a Java Virtual Machine, which operates much like a physical CPU might operate on machine code, to actually execute the compiled code. Although it might seem like this is inefficient, much effort has been put into making this process very fast and efficient. These efforts have paid off in that Java performance in generally second only to C/C++ in common language performance comparisons.
Android applications run in a special virtual machine called the Dalvik VM. While the details of this VM are unimportant to the average developer, it can be helpful to think of the Dalvik VM as a bubble in which your Android application runs, allowing you to not have to worry about whether the device is a Motorola Droid, an HTC Evo, or the latest toaster running Android. You don’t care so long as the device is Dalvik VM friendly—and that’s the device manufacturer’s job to implement, not yours.
Why is Java Secure?
Let’s take this bubble idea a bit further. Because Java applications run within the bubble that is a virtual machine, they are isolated from the underlying device hardware. Therefore, a virtual machine can encapsulate, contain, and manage code execution in a safe manner compared to languages that operate in machine code directly. The Android platform takes things a step further. Each Android application runs on the (Linux-based) operating system using a different user account and in its own instance of the Dalvik VM. Android applications are closely monitored by the operating system and shut down if they don’t play nice (e.g. use too much processing power, become unresponsive, waste resources, etc.). Therefore, it’s important to develop applications that are stable and responsive. Applications can communicate with one another using well-defined protocols.
Compiling Your Code
Like many languages, Java is still a compiled language even though it doesn’t compile all the way down to machine code. This means you, the developer, need to compile your Android projects and package them up to deploy onto devices. The Eclipse development environment (used with the Android Development plug-in) makes this pretty painless. In Eclipse, automatic compilation is often turned on by default. This means that every time you save a project file, Eclipse recompiles the changes for your application package. You immediately see compile errors. Eclipse also interprets Java as you type, providing handy code coloring and formatting as well as showing many types of errors as you go. Often, you can click on the error and have Eclipse automatically fix a typo, or add an import statement, or provide a method stub for you, saving lots of typing.
You can still manually compile your code if you so desire. Within Eclipse, you’ll find the Build settings under the project menu. If you have “Build Automatically” turned on, you can still choose the “Clean…” option that will allow you to do full rebuild of all files. If “Build Automatically” is turned off, “Build All” and “Build Project” menu options are enabled. “Build All” means to build all of the projects in the workspace. You can have many projects in an Eclipse workspace.
The build process, for regular Java projects, results in a file with the extension of JAR – Java ARchive. Android applications take JAR files and package them for deployment on devices as Android PacKage files with an extension .apk. These formats not only include your compiled Java code, but also any other resources, such as strings, images, or sound files, that your application requires to run as well as the Application Manifest file, AndroidManifest.xml. The Android Manifest file is a file required by all Android applications, which you use to define configuration details about your app.
Click to expand...
Click to collapse
And here goes another article, by an Ex-Intern Andrew Munn who worked on the android project..
i just post the link here, its a huge article...
Follow up to “Android graphics true facts”, or The Reason Android is Laggy
Click to expand...
Click to collapse
An Extremely important thread for me..........My friend has an iPhone 3GS and he always considers it better than Android, underestimating my LG O1 I've many a times proved him wrong, but not with technical aspects.....Now he'd understand what is ANDROID!!!!
D3oDex3D_Ayush717 said:
An Extremely important thread for me..........My friend has an iPhone 3GS and he always considers it better than Android, underestimating my LG O1 I've many a times proved him wrong, but not with technical aspects.....Now he'd understand what is ANDROID!!!!
Click to expand...
Click to collapse
exactly ! android is 100 times better and powerfull than ios ! if in an iphone ui rendering didnt happen didicatedly, it would be 100 times more laggy than android. one other thing that shows that ios does concentrate completly on ui when scrolling- swipe left right through homscreens in speed (even with all apps closed) - ull see that the dots below which indicate which screen ur on , doesnt change at all untill uve stopped scrolling and then it moves directly to the current screen indicator!
---------- Post added at 03:16 PM ---------- Previous post was at 03:09 PM ----------
btw this here is a contradicting article to what andy you posted ! here ! :
Dianne Hackborn - 00:38 (edited) - Public
A few days ago I wrote a post trying to correct a lot of the inaccurate statements I have seen repeatedly mentioned about how graphics on Android works. This resulted in a lot of nice discussion, but unfortunately has also lead some people to come up with new, novel, and often technically inaccurate complaints about how Android works.
These new topics have been more about some fundamental design decisions in Android, and why they are wrong. I’d like to help people better understand (and judge) these discussions by giving some real background on why Android’s UI was designed the way it is and how it actually works.
One issue that has been raised is that Android doesn’t use thread priorities to reduce how much background work interrupts the user interface. This is outright wrong. It actually uses a number of priorities, which you can even find defined right here http://developer.android.com/reference/android/os/Process.html#THREAD_PRIORITY_AUDIO in the SDK.
The most important of these are the background and default priorities. User interface threads normally run at the default priority; background threads run in the background priority. Application processes that are in the background have all of their threads forced to the background priority.
Android’s background priority is actually pretty interesting. It uses a Linux facility called cgroups to put all background threads into a special scheduling group which, all together, can’t use more than 10% of the CPU. That is, if you have 10 processes in the background all trying to run at the same time, when combined they can't take away more than 10% of the time needed by foreground threads. This is enough to allow background threads to make some forward progress, without having enough of an impact on the foreground threads to be generally visible to the user.
(You may have noticed that a “foreground” priority is also defined. This is not used in current Android; it was in the original implementation, but we found that the Linux scheduler does not give enough preference to threads based on pure priority, so switched to cgroups in Android 1.6.)
I have also seen a number of claims that the basic Android design is fundamentally flawed and archaic because it doesn’t use a rendering thread like iOS. There are certainly some advantages to how iOS work, but this view is too focused on one specific detail to be useful, and glosses over actual similarities in how they behave.
Android had a number of very different original design goals than iOS did. A key goal of Android was to provide an open application platform, using application sandboxes to create a much more secure environment that doesn’t rely on a central authority to verify that applications do what they claim. To achieve this, it uses Linux process isolation and user IDs to prevent each application from being able to access the system or other application in ways that are not controlled and secure.
This is very different from iOS’s original design constraints, which remember didn’t allow any third party applications at all.
An important part of achieving this security is having a way for (EDIT: It has been pointed out to me that iOS does in fact use multiple windows and multiple GL contexts. Lesson to me, just don't talk about anything I haven't directly verified. That still doesn't change things for Android, though, where as I mention later we simply did not have hardware and drivers that could do multiple GL contexts until fairly recently.)
individual UI elements to share the screen in a secure way. This is why there are windows on Android. The status bar and its notification shade are windows owned and drawn by the system. These are separate from the application’s window, so the application can not touch anything about the status bar, such as to scrape the text of SMS messages as they are displayed there. Likewise the soft keyboard is a separate window, owned by a separate application, and it and the application can only interact with each other through a well defined and controlled interface. (This is also why Android can safely support third party input methods.)
Another objective of Android was to allow close collaboration between applications, so that for example it is easy to implement a share API that launches a part of another application integrated with the original application’s flow. As part of this, Android applications traditionally are split into pieces (called “Activities”) that handle a single specific part of the UI of the application. For example, the contacts lists is one activity, the details of a contact is another, and editing a contact is a third. Moving between those parts of the contacts UI means switching between these activities, and each of these activities is its own separate window.
Now we can see something interesting: in almost all of the places in the original Android UI where you see animations, you are actually seeing windows animate. Launching Contacts is an animation of the home screen window and the contacts list window. Tapping on a contact to see its details is an animation of the contacts list window and the contacts details window. Displaying the soft keyboard is an animation of the keyboard window. Showing the dialog where you pick an app to share with is an animation of a window displaying that dialog.
When you see a window on screen, what you are seeing is actually something called a “surface”. This is a separate piece of shared memory that the window draws its UI in, and is composited with the other windows to the screen by a separate system service (in a separate thread, running at a higher than normal priority) called the “surface flinger.” Does this sound familiar? In fact this is very much like what iOS is doing with its views being composited by a separate thread, just at a less fine-grained but significantly more secure level. (And this window composition has been hardware accelerated in Android from the beginning.)
The other main interesting interaction in the UI is tracking your finger -- scrolling and flinging a list, swiping a gallery, etc. These interactions involve updating the contents inside of a window, so require re-rendering that window for each movement. However, being able to do this rendering off the main thread probably doesn’t gain you much. These are not simple “move this part of the UI from X to Y, and maybe tell me when you are done” animations -- each movement is based on events received about the finger on the screen, which need to be processed by the application on its main thread.
That said, being able to avoid redrawing all of the contents of the parts of the UI that are moving can help performance. And this is also a technique that Android has employed since before 1.0; UI elements like a ListView that want to scroll their content can call http://developer.android.com/reference/android/view/View.html#setDrawingCacheEnabled(boolean) to have that content rendered into a cache so that only the bitmap needs to be drawn as it moves.
Traditionally on Android, views only have their drawing cache enabled as a transient state, such as while scrolling or tracking a finger. This is because they introduce a fair amount more overhead: extra memory for the bitmap (which can easily total to multiple times larger than the actual frame buffer if there are a number of visual layers), and when the contents inside of a cached view need to be redrawn it is more expensive because there is an additional step required to draw the cached bitmap back to the window.
So, all those things considered, in Android 1.0 having each view drawn into a texture and those textures composited to the window in another thread is just not that much of a gain, with a lot of cost. The cost is also in engineering time -- our time was better spent working on other things like a layout-based view hierarchy (to provide flexibility in adjusting for different screen sizes) and “remote views” for notifications and widgets, which have significantly benefited the platform as it develops.
In fact it was just not feasible to implement hardware accelerated drawing inside windows until recently. Because Android is designed around having multiple windows on the screen, to have the drawing inside each window be hardware accelerated means requiring that the GPU and driver support multiple active GL contexts in different processes running at the same time. The hardware at that time just didn’t support this, even ignoring the additional memory needed for it that was not available. Even today we are in the early stages of this -- most mobile GPUs still have fairly expensive GL context switching.
I hope this helps people better understand how Android works. And just to be clear again from my last point -- I am not writing this to make excuses for whatever things people don’t like about Android, I just get tired of seeing people write egregiously wrong explanations about how Android works and worse present themselves as authorities on the topic.
There are of course many things that can be improved in Android today, just as there are many things that have been improved since 1.0. As other more pressing issues are addressed, and hardware capabilities improve and change, we continue to push the platform forward and make it better.
One final thought. I saw an interesting comment from Brent Royal-Gordon on what developers sometimes need to do to achieve 60fps scrolling in iOS lists: “Getting it up to sixty is more difficult—you may have to simplify the cell's view hierarchy, or delay adding some of the content, or remove text formatting that would otherwise require a more expensive text rendering API, or even rip the subviews out of the cell altogether and draw everything by hand.”
I am no expert on iOS, so I’ll take that as as true. These are the exact same recommendations that we have given to Android’s app developers, and based on this statement I don't see any indication that there is something intrinsically flawed about Android in making lists scroll at 60fps, any more than there is in iOS.
D3oDex3D_Ayush717 said:
An Extremely important thread for me..........My friend has an iPhone 3GS and he always considers it better than Android, underestimating my LG O1 I've many a times proved him wrong, but not with technical aspects.....Now he'd understand what is ANDROID!!!!
Click to expand...
Click to collapse
Ehhhh I still think 3GS is better than optimus one
That's a lot of bull**** in even more words...
Kidding
But I don't understand anything of it, I'll leave it to the real devs (A)
Luck dev'ing
ok, here some basic informations on how long it take and why before a developer can
release a complete OS:
http://developer.sonyericsson.com/w...from-source-code-release-to-software-upgrade/
About Accelerated Android Rendering:
It's pretty interesting although these guys aren't talking about Ice Cream Sandwich (they're talking about Honeycomb that introduced hardware accelerated 2D rendering)
http://www.youtube.com/watch?v=v9S5EO7CLjo
I could be way off base here, but is there anything useful that could be extracted from qualcomm's adreno sdk?
https://developer.qualcomm.com/
terratrix said:
Ehhhh I still think 3GS is better than optimus one
Click to expand...
Click to collapse
I am not comparing 3Gs and O1, am talking abt. difference between AndroidOS and iOS............
Sent from my LG Optimus One P500 using XDA App
This week, google started a nice topic on the android developer page "Best practices to develop android applications".
Reading some articles is recommended for developers who want to save some battery and/or network traffic, want to spped
up listviews, save ram and other good things:
look here:
Improving Layout Performance
Optimizing Battery Life
Sharing content between applications
i hope, this can someone help to understand what we can do to make things nice.

how to create a communication system between an android and other asp.net

Guys, good afternoon.
I'm doing a project where I need a web system, done in ASP.NET, to communicate with an android system.
Thus, the two systems will use the same database.
I came to find out about WEBSERVER, but I found this on a forum that left me a little confused:
"It is worth noting that the consumption of Web services on mobile devices is not recommended by the Android development team due to the processing overhead of SOAP calls. If you have control over the server, the ideal is to use REST-based architectures such as OData . "
It is not recommended to use webserver in android?
How then can I do to create that communication between the two systems?
Now appreciate everyone's help.

theoretical 'high' perfornance x server using ipc

Hi, I've been looking at running GNU Linux apps on a rooted android. device with modern hardware and I've yet to find a 'nice' way to run x apps with acceptable GUI performance. Currently I've tried the java implemention of x on android which is barely useable and various vnc - rpc intergrations running x11 using a virtual frame buffer which is much better but laggy.
My idea to solve this problem is to completely do away with the vnc etc.. proxying. that 8s hack the virtual frame buffer version of xorg so that the main pixel map surface is in ipc shared memory and use ipc to render this through the android api.
So is it possible to statically link the needed android libraries to allow abdroids ipc to work between a hacked xorg vfb and abdroids shared memory ipc to a native android app. Thus making high performance rendering with near zero memory coppies possible.
Secondly, and this would be a bonus, could I even get rid of ipc and a native android app by getting xorg on my root GNU Linux install to work directly with android graphics and UI apis. This would be ammazing.
Hopefully ipc is at a kernel level so it may be possible to just port the needed parts of android to GNU Linux to do this if the statically linking method is known not to work.
Any ideas and suggestions, what do you think of this idea for intergraring GNU Linux x apps and android.
I really like this idea and I've been looking for something like this. You said you used the "X server" android app? I'm kind of curious on the performance. Was it laggy or just that it wasn't fully what you expected?
jthree2001 said:
I really like this idea and I've been looking for something like this. You said you used the "X server" android app? I'm kind of curious on the performance. Was it laggy or just that it wasn't fully what you expected?
Click to expand...
Click to collapse
Currently I'm running xrdp and tightvncserver in a gnu/linux environment (using inode linking not chroot) and xfe as the windows manager.
I connect to this from android using a rdp client.
The main issues appear to be very slow performance on graphics updates, visably slow, which I put down to the overheards of running everything through vnc/rdp - over sockets - mem coppies, compression (which I should turn off to see if it helps) encryption and all that stuff that goes along with rdp and vnc that's not needed if you use something like shared memory and blit to that.
Performanc of the apps in xfe &co, for instance libraoffice or eclipse etc.... seems to be pretty good, so that's not the issue, just the graphics.
Running a Asus transformer infinity T700
my current messing arpund has been trying to get the Android NDK to compile and run on ARM, which in theory should be no problem so long as it doesn't rely on x86 machine code to do the job (which I doubt).
idky google locked down the architecture in the builds and didn't just leae it as any old gnu/linux or whatever and let the person making the build tweek any bugs, instead of having to hack googles custom build system for building the toold chain to for a specific architecture.
floowing some rough profiling
jthree2001 said:
I really like this idea and I've been looking for something like this. You said you used the "X server" android app? I'm kind of curious on the performance. Was it laggy or just that it wasn't fully what you expected?
Click to expand...
Click to collapse
Ok, I did some crude profiling using the setup
tightvncserver
xrdp
and xrdp client on android.
the major bottle neck was the rdp client on android which made my testing cpu limited since it was maxing out cpu usage. I beleive this may be due to a bug in Android on my tablet relating to non opengl es graphics..
anyhow I got some more usefull data
xrdp was typically sitting at around 40% cpu and all it's doing is taking data from tightvnc and shunting it over rdp to the client.
next on the list was the vncserver using typically less than 30% cpu.
I think this shows there is clearly a lot of overhead (based on the 40% cpu xrdp was using) of using a remote desktop protocol over sockets that should be easy to mitigate by using shared memory.
I also tried a different setup
tightvncserver
and a vnc client on android
taking rdp out of the loop
again the android client made the tests cpu limited but perforance was much better.
This VNC client is open source, so my next step is to create an opensource project and modify the VNC client so that the user input is up to scratch and look at using opengl for graphics (assuming that's where the bottle neck is) so that it's not longer cpu limited.
Once that is done (which should also failarize me with the VNC protocol and the client code).. I can look at replacing the graphics part of VNC with a shared memory buffer, but keeping the user IO over the existing VNC protocol as that makes sense...unless that also becomes a major issue.
That also leaves me some way of sending additional data back and forth without having to do it 'all' via shared memory which would be much more of a mission
in theory there shouldn't be any need for any kind of complicated mutexing between the android client and the x server sine the x server will be all but write only and the android client always read only.
on a side note,
running java linpack on android I get about 50mflops per cpu
with disk io I get about 1gig per second cached reads.
so some crude math would give me 250mega words
my screen is 1920 by 1080 (well actually 1200), but we'll call that 2k by 1k, or 2 mega words.
so a theoretical performance into the high tens of fps seems quite achievable, which is much bettern that the 5 or so tops that I'm getting atm by an order of magnitute.
having a quick poke around, mostly related to my xorg wows (that is it complaints about no tty device when starting up. it seems that it's not too difficult to get xorg running using a frame buffer driver after a few android services have been stopped. So i'm not sure if this is still needed or not.. IPC betwen gnu and android is still an interesting project.
So anyhow, I'm going to try and get xorg running properly, there are even tegra 3 drivers for xorg too, so in theory the performance should be substantially better than anything an ipc hack would be able to achieve.

My first app is live - what do you think?

I've been learning Android development recently and finally released my first free app.
It's open source and available on Github too. It's made with C# in Xamarin (not forms though, which meansit uses Android's native APIs).
I chose to start with a TOTP generator because
It's a non trivial use case yet not too complex
It allows to meaningfully integrate image acquisition and protocol handling
I already had a UWP version I could reuse the corre logic from
The Google OTP generator uses a web service to scan QR codes, as far as I can tell
I'd be interested in asking for feedback: does the app's UI feel right? What areas can I improve?
kaworu1986 said:
I've been learning Android development recently and finally released my first free app.
It's open source and available on Github too. It's made with C# in Xamarin (not forms though, which meansit uses Android's native APIs).
I chose to start with a TOTP generator because
It's a non trivial use case yet not too complex
It allows to meaningfully integrate image acquisition and protocol handling
I already had a UWP version I could reuse the corre logic from
The Google OTP generator uses a web service to scan QR codes, as far as I can tell
I'd be interested in asking for feedback: does the app's UI feel right? What areas can I improve?
Click to expand...
Click to collapse
It was nice to see that you have your first software released. Congradulations... And thanks for sharing. As I saw you developed your software with Xamarin which is a cross platform framework. It would be great if you can share your experience here: https://forum.xda-developers.com/tools/frameworks/native-vs-cross-platform-t3850250 with other people.
I like to hear more stories about crossplatform and also native coding experiences.
I'm going to give your software a try.
I'm not a fan of material design UI, however your app looks nice. Congratulations for creating your first app.
Congratulations. You made the right choice when decided to create tool. Wish you high ratings and many downloads! I downloaded it on my phone.

Finding an android IDE which hides the baggage of the official one

Hi there. I have created a few apps using the android version of the processing IDE. I was amazed at how easily i could create applications for my device compared to using the official IDE which was far too complicated for an amateur like myself. I have now reached a point however, where the limitations of the processing IDE are showing themselves, it was developed as a means to create visual 'sketches' after all and not for creating complex applications.The main problem i have is in the organisation of my code which becomes harder and harder as the application gets bigger. Which brings me to my question; are there any android programming environments which are more 'app oriented' but still provide that layer of abstraction which hides all the unnecessary baggage of straight up android app development? would be great if there was some GUI features too. does this exist or would i be better off sticking with processing?many thanks.

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