I was wondering if the iOS Simulator can some how actually simulate the processor speeds of the iPhone 5, iPad 4(retina) and iPad 3 found at this link:http://browser.primatelabs.com/ios-benchmarks
For example if I run an app I create in xcode on the iPad 3 will it run twice as fast on the iPad 4?
This isn't possible. The iOS simulator doesn't even use the same architecture (it's compiled for the Intel chipset as opposed to ARM), hence you can't (at least in the current incarnation) do this.
On a similar basis, the performance information within Instruments is only meaningful when run on a device.
no, it only simulates on the OS, it actually did not check the limitation of processor and RAM
Related
Currently I’m trying to develop RTSP video player, which can show many streams at one time (2, 4, 5 etc). It has to be fast and be able to run on Windows, Mac and Linux.
First app version has been written on Swing and VLC. Good performance, ability to play many streams at one time on slow PC. But not impressive UI and video playing is unsupported on Mac
So, after a lot of researching I stopped on JavaFX and VLC. Great UI, support on all platforms, but performance issues on slow PCs.
Here is simple project which can play one video: https://github.com/costello/vpfx
(don’t forget to set your media link in class java/app/AppController.java, line 22)
Unfortunately it’s using too much CPU, even if I play only one video. I tried to play 2 or 4 videos (from different RTSP streams), completely nightmare.
Here is CPU usage graph on PC with Intel® Pentium® Processor E5300
(2M Cache, 2.60 GHz, 800 MHz FSB) and integrated video card: http://imgur.com/MrBv3HF
vlcj version: 3.0.1
VLC version: 2.1.5
Java: 7 and 8 (java fx 2.2 and java fx 8), same result.
Found this OpenGL discussion: How to use OpenGL in JavaFX?
But I don’t know how to use OpenGL to render image from given RGB array and even I don’t know will it help.
We have a peculiar problem if anyone has run into anything similar. We have a fairly large mobile app, built with Apache Flex 4.10 and Air 3.8. Runs beautifully on iOS. Screens are quick to load, scrolling is smooth and the app is almost desktop like. However, on an Android device, it runs painfully slow. Same codebase, both modern devices, everything same. It takes about 4 times as long to run on android as on an iOS device. Any ideas?
The issue turns out is specific to Galaxy Tab 3 10.1. Same app runs significantly faster on a much older beat up Samsung Galaxy Note 2.
Other folks are running into the same issue. (http://forums.adobe.com/message/5773513) . This device ships with an Intel based chip. Air is not supported on Intel x86 based Androids (atleast from their tech specs) http://www.adobe.com/products/air/tech-specs.html
===============
Android
ARMv7 processor with vector FPU, minimum 550MHz, OpenGL ES 2.0, H.264 and AAC HW decoders
Android™ 2.3 and above
256MB of RAM
===============
Really not sure what other folks are doing to combat this, The galaxy tab is probably going to be among the most popular Android devices this holiday season. Does anyone have a similar experience?
When an AIR app is exported to iOS, it is compiled to native code. The Android version is compiled to the AVM bytecodes and is interpreted. This is probably the difference in performance.
I know there have been some requests to compile AIR apps to native Android code, no idea what plans are in place for this.
I want to work in HMI domain and have started learning it.
In first stage I want to develop Qt GUI based touchscreen application for ARM9 board. Can anyone please suggest how to go for it and any budget ARM9 Dev board with integrated touchscreen LCD for this purpose? I want to use opensource platform as much as possible.
I know I can do it with more ease on an ARM board which support some OS like (say) embedded linux or may be Rasberry Pi with java or Qt based GUI. But I do not want to use OS rather want to develop just a simple touch screen GUI application to (say) turn a LED on the ARM board (without running any OS).
My next step of learning will be using touch screen GUI, Rasberry Pi with raspbian, where I have already found numerous resources Online.
Thanks
It may be better to just get a low end tablet or why not even a phone, much cheaper than a dev board with additional touchscreen. Plus Android is open. It may be a good idea to get an Ubuntu touch compatible device. The Pi, while cheap, is also very underpowered. A cheap tablet or phone will be more applicable, especially since official Android support in Qt is looming on the horizon. So why spend more money on a lower spec'd device with very narrow application range? Not to mention the wide range of sensors you get with a market device - cameras, compass, gyroscope, GPS, accelerometer - those could come in handy in a HMI scenario. Last but not least, graphics drivers are usually better in production devices than prototype boards.
This may appear at first a bit of a general question, but its actually quite specific.
Is it feasible to use (or worth buying) a multi-touch monitor for developing and testing mobile Flex/Air applications? For instance one could use the Android emulator and package their Air 2.5 app to run in the emulator, and then use the multi-touch LCD to test it out. Rather than continually downloading the app to the mobile device.
Has anyone tried this?
Brian
I don't think that would work. The problem here is the hardware isn't connected to the software the same way as on a device (which goes through firmware). In this case, it's going through the OS (which I'm not even sure support multitouch) and then the emulator(which I'm not positive will even take in multitouch input from the OS). The emulator might not even have multitouch code in it.
I would stick with using the device. I don't see why that's a problem. If you streamline the compile/deploy/debug process, it's even easier than using the emulator.
I've a Samsung Omnia i900 that runs Windows Mobile OS. Believe it or not, but nowhere on the Internet can I find information on running a JavaFX application on it. Is it possible?
JavaFX Mobile is now available in Early Access for Windows Mobile devices. You can download the binary from javafx.com.
As far as I can tell, JavaFX Mobile hasn't been released. Some of the pre-release tools worked on Windows Mobile (judging by some blog posts) but that support was dropped from the 1.0 release.
JavaFX 1.1 is meant to have Windows Mobile support, but it looks like that's on the development side rather than on real devices - the fact that there's a mobile emulator as one of the key features for JavaFX 1.1 is quite telling.
According to the FAQ:
2.4 How can consumers get JavaFX on their handsets?
Sun is working with Mobile Device
Manufacturers and Mobile Operators to
enable out of the box support for
JavaFX content by preloading the
JavaFX Mobile runtime with their
devices
That doesn't exactly sound encouraging for being able to get it on your handset right now. I may be missing something, but I certainly couldn't find anything to download...