Im considering creating a simple signature pad app in flutter and was considering getting one of the cheap <$100 tablets running Android Go with 1GB Ram like Lenovo M7 to use for that, cheaper and better value I believe than buying an actual signature pad.
Will flutter apps run on Android Go, and is 1GB memory enough for basic functionality?
Flutter is incredibly lightweight and has been proven to not be much more taxing than native if any more at all. How flutter works is it draws all the widgets on the screen. So flutter itself is relatively lightweight. So as long as you don't overdo with animations or classes in memory I don't see why not.
I recommend this article if you need more in-depth knowledge : https://medium.com/swlh/flutter-vs-native-vs-react-native-examining-performance-31338f081980
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I am developing a program that is going to be very performance-intense for Android/smartphones. Because I do this on a pc (Windows) I do not really know how my application will perform on a mobile device. I do not want to port this program to android until I have a good working version for Windows (this will be my first Android-app and I don't want to try to troubleshoot something when I'm not even sure whether my program is working).
I am searching for some database where I can compare pc-GPUs with mobile GPUs. I know that an accurate comparison is difficult between such different architectures, however, a small hint about the expected performance would be very helpful.
By the way, I am developing on a machine with an integrated IntelĀ® HD Graphics 4400 and ideally, I want to compare it to something like an Adreno 306.
Rather than using benchmarks for the GPU, look at existing cross-platform applications with similar performance and see how it compares. Install it on your computer to make sure the intensiveness is similar (using whatever benchmarks you want), then install it on your android device to see if it can keep up to your expectations. You can find benchmarking apps or you can use the profilers on Android Studio to see how the device in question is handling the application.
This is about as good as you're going to get. Like you said, so much relies on the implementation and the vastly different architecture. Lastly, if you're building on a framework that builds to other platforms (libgdx, xamarin, etc), you should present a specific question to other users of that framework.
I am developing a rather large software on Android with a log native code, it's working now but having some performance issues.
I am hoping I can profile each module(function call) of the software for CPU cycles, memory usage, etc, on several real android phones. Is there a simple c library to do that?
I see people using oprofile, It seems to be a overkill for my case since that it is a system wild profiler, and it requires rebuild the kernel and system image.
As I have the full source code of my app, all I really need is a simple c library that I can embed in my code to do some profiling while the app runs several test cases.
BTW, what is the Linux way of doing this?
I've had pretty decent results with android-ndk-profiler.
http://code.google.com/p/android-ndk-profiler/
Outputs /mnt/sdcard/gmon.out
I know there are guides for android developers to learn iphone programming, and they try and compare and contrast differences between the two platforms to help developers learn, but is there a guide for the opposite? A guide/introduction to android development for developers coming from an iphone dev background?
I dont think there is a guide that compare iphone and android developement (May be I am wrong). From my experience (I started on iphone, now working on both) you should be aware of these things
iphone OS targets some standard devices which has fixed resolution and screen size. So we can align widgets in places by giving absolute pixel values. But in the case of android, we have to target different kind of devices, by different vendors, with different screen size and resolution. So to design and program UI you will need to learn about the concept called layouts.
For iphone we know there is only one soft keyboard. Different android devices comes up with hard and soft keyboards. And let me tell you handling android soft keyboard event can be most frustrating(From my experience).
memory management in ios is tough to learn, there is no garbage collector there, but easy if you understood the concepts. There is garbage collector in android(java) so we dont have to think about memory.
For learning android some links I have bookmarked.(not comparisons between iphone and android)
http://www.devx.com/wireless/Article/39101
http://www.ibm.com/developerworks/opensource/tutorials/os-eclipse-androidwidget/index.html?ca=dgr-eclipse-1
http://mobiforge.com/designing/story/understanding-user-interface-android-part-1-layouts
http://saigeethamn.blogspot.com/2010/05/table-of-contents.html
If you want to get something up and running quickly to get a feel of things, I found this short series of articles, Android for iOS developers to be pretty good. There are a couple of errors here and there and you'll have to get past the author's style but I had a quick and dirty port of a similar iOS app up and running in a few hours.
As an aside, the Android SDK is a bit of a faff to get running on Mac OS X. I skipped it and installed on a Windows PC but you'll want a good guide tailored for that as well. There are a lot of steps compared to "install xcode".
I am new to the development as well as the prg world. I want to learn android and want to make applications for it. So one possible way is to buy a new android phone to test it live and not on emulator. But I have two spare phones, Nokia N70 and Motorola MotoRokr E6. So I was willing to port the OS on those machines. As a result I wanted to know is that possible then what all do i need for that considering both Software and Hardware Aspects.
ThankYou in Advance...
Its possible however I would strongly recommend against it.
While android is open source and nominally can be run on any system you choose, in reality you would have to start worrying about keyboard incompatibility, drivers for any integrated peripherals your phone has, lacking buttons that are standard to all android phones etc.
Getting android running well on one of these phones would be a large project in its own right. I certainly wouldn't recommend testing your android apps on it as a first port of call as the problems you uncover are as likely to be with your android port as with your app.
Neither phone has anywhere near sufficient memory.
You need 96-128 mb, preferably more like 256 mb of ram.
Something that was already linux-based would be simplest as you would start by adding the android kernel modifications. Alternatively, something that is a winmo cousin to a vendor's existing android phone and has basically comparable hardware so you can hopefully recycle drivers or leverage an existing porting effort.
But if you need to aquire a phone anyway, get one that already runs android.
I would like to start doing some Android development, and would like a cheap device to deploy apps to, just for testing and demo purposes. Is it possible to deploy apps to, for instance, an Archos 28? I don't know much about Android development yet, and haven't found a good answer to this question elsewhere. Thanks.
I can recommend the A28 for development. The user experience is rather crashy, part of the problem lies in the low RAM (128Mb is very little for an Android device). But I developed JGame on an A28 and did not run into firmware bugs. It also runs Flash 10.x in case you want to experiment with that.
I second that you should in particular worried about devices with a larger display. I found that graphical performance can be much worse on those devices. The A28 has a pretty good GPU considering it has several times fewer pixels than the average Android device.
Yes, it is running android 2.2 froyo. That should work fine for development purposes. Just keep in mind that some people will be using your app on cell phones that may be "larger" than the archos' screen size.