[Q] Software for Linear programing - Windows Mobile Apps and Games

I don't know it this exist, however, i'm interested in finding special software made for solving Linear programing problems. Specificaly economic problems like: transportation problem, assignation, simplex method, etc.
this all can be achieved with excell, but i'm interested to find is there any no mess no stress specific software?
thanx in advance.

I doubt there is a specific program runnable on the phone which does this, but the translation of the problems to code shouldn't be too bad.
After looking at the wiki pages about the programs you mentioned, they seem to be tied with sigmas and integrals which are essentially "for loops". Which means making the program isn't hard, its just a question of "who is going to make a program for these problems when it may not be used often?"

check Spacetime:
SpaceTime 4.0 is the most powerful mathematics program ever developed for Windows Mobile powered devices.
Move, zoom and rotate 2D, 3D and time graphs in real-time. Explore mathematical concepts in an innovative interface and write your own scripts in our powerful programming language.
Solve limits, derivatives and integrals with MobileCAS® our powerful computer algebra system with typesetting.
With features only available in Mathematica and MATLAB, SpaceTime is the only cross-platform mathematics software available for computers and mobile devices.
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maybe it can...

Related

[Q/Suggestion] Android App/System for proposal

Hi, I am a student studying software engineering and this is my 3rd year and i am required to find a topic/subject for the undergraduate project to propose for lecturer. later it will be developed for real but i need to do the presentation first to obtain the lecturer's interest.
so anyone have any idea for apps or systems in mind that involving of using Android device? most students are doing web development or robotic kind of topic, but i wanted to do something for Android. the system must not be too simple, but also not too complicated for me to develop in the future but have a powerful output/results which help people doing things/works in everyday life.
and also some lecturers requires it to have Artificical Intelligence feature/type in a system.
and if you do know while suggesting, please do include what coding/programming language and what other knowledge(graphics/physics/etc) would be used in those systems.
I'm using SGS2, and prefer to make it working for hdpi device first cuz i can test it
Thanks!

[Q] Help developing a simple Java Android App

Hey everyone, my name is Ian. I'm kind of new here, at least in a participatory role as wiki master of the Photon 4g's Sunfire dev team/collaboration. I have some talent in the world of web coding, but I'm useless at real programming.
I also have a rather nasty addiction to the world of flight simming, mostly as stand in for real flight time that I'm trying to orchestrate as I work towards a private pilot's license. Anyways, my program I use for flight simulation is X-plane and lacks in 3rd party applications that it can interface with, especially on the Android side. I would like to help to put together an Android app that can work with the sim and control basic functions. My current goal is to control radio systems and autopilot functions. To interface with the sim, I plan to use the Simulator Control System which is based on the CAN Aerospace protocol. This is cross sim application, so whatever works with X-plane will also work with Microsoft flight sim. I've been looking at the website, http://cross-simulator.com/, and I think that this seems like a fairly easy task. All the functions and commands are well documented and supported (there is even an example android code), I just don't know how to start. If anyone in this great community has some advice, I'd love to hear it because I really have no clue.
Thanks, and happy dev'ing
I would just download the example, import it in Eclipse and run it on the Android emulator (assuming you have downloaded and installed the Android SDK). Later, you can tweak the example code as you become more comfortable.

[Q] Wine-like iOS emulation?

Hello All,
My question is whether the reverse-engineering of iOS's API is being looked at as an option any time soon. I would be interested in something similar to Wine (Wine Is Not an Emulator), which is a reverse engineering of the Win32API and allows you to run Windows .exe files natively in Linux or Mac OS. I am aware of iEmu (and it's unfortunate suspension).
However, my interest is not in getting iOS itself running on my phone, but instead I would like to run the apps themselves. I'm pretty sure there isn't currently a project on this. If there is, can you inform me of it?
If there is not, I would like to discuss the difficulty of implementing this. I could definitely be an aid in starting a project of ths nature.
Here are some things about iOS's apps I am unfamiliar with (I am aware that this specific section of the post may be more fit for the iOS forum):
Does the Obj-C code compiled for iOS resemble native ARM code (the iPhone chips are ARM to the best of my knowledge), like how C++ would be compiled, or does it resemble something more like C# or Java, compiled into bytecode that is executed by a library?
Compared to the size of the .NET framework or Win32API, how big is the iOS library?
Has a successful program been created that can run Obj-C code?
Would this have to be worked from the ground up (figuring out how Obj-C compiles in the first place), or has there been some effort already mounted similar to this?
I am aware of the extreme difficulty in implementing this. However, I'm sure this was thought while planning Wine or Mono. I'm not even suggesting this be made, but I'm simply asking on your opinion on the general difficulty (can it be done).
Thank you,
- κυριακος
kupiakos42 said:
Hello All,
My question is whether the reverse-engineering of iOS's API is being looked at as an option any time soon. I would be interested in something similar to Wine (Wine Is Not an Emulator), which is a reverse engineering of the Win32API and allows you to run Windows .exe files natively in Linux or Mac OS. I am aware of iEmu (and it's unfortunate suspension).
However, my interest is not in getting iOS itself running on my phone, but instead I would like to run the apps themselves. I'm pretty sure there isn't currently a project on this. If there is, can you inform me of it?
If there is not, I would like to discuss the difficulty of implementing this. I could definitely be an aid in starting a project of ths nature.
Here are some things about iOS's apps I am unfamiliar with (I am aware that this specific section of the post may be more fit for the iOS forum):
Does the Obj-C code compiled for iOS resemble native ARM code (the iPhone chips are ARM to the best of my knowledge), like how C++ would be compiled, or does it resemble something more like C# or Java, compiled into bytecode that is executed by a library?
Compared to the size of the .NET framework or Win32API, how big is the iOS library?
Has a successful program been created that can run Obj-C code?
Would this have to be worked from the ground up (figuring out how Obj-C compiles in the first place), or has there been some effort already mounted similar to this?
I am aware of the extreme difficulty in implementing this. However, I'm sure this was thought while planning Wine or Mono. I'm not even suggesting this be made, but I'm simply asking on your opinion on the general difficulty (can it be done).
Thank you,
- κυριακος
Click to expand...
Click to collapse
Hey and welcome to the forum's I would like to know this as well but I do not know any project and any that gets started and gains popularity gets chased down by Apple's legal team quite quickly. I have my doubts that this could happen (I would be glad if someone could prove me wrong) because iOS and its apps work on 12 devices and Android has hundreds of devices, most with different hardware. Windows apps are built for variable hardware, likewise with Linux and now Mac OS X. Sorry but as much of a pessimist as I seem I do not think it's possible but I'd love to be proven wrong. (Can someone at least make a frigging Windows Mobile runtime)

Questions about going from JAVA to C++

Hi everyone
I've been coding games in OpenGL ES 2, 100% in JAVA. My question : Will I have a performance boost (in FPS) if I coded some parts of my games in C++ ? Like the rendering part ect. Can I have an estimation ? (2x, ect.)
Also, C++ is compiled, so I suppose I will need to make 2 APKs, one for ARM and an other for x86 ?
kamuikun said:
Hi everyone
I've been coding games in OpenGL ES 2, 100% in JAVA. My question : Will I have a performance boost (in FPS) if I coded some parts of my games in C++ ? Like the rendering part ect. Can I have an estimation ? (2x, ect.)
Also, C++ is compiled, so I suppose I will need to make 2 APKs, one for ARM and an other for x86 ?
Click to expand...
Click to collapse
You will have performance boost, c++ runs natively while java runs on vm
How much boost i don't know, i have never used c/c++. On today's modern hardware i presume not too much
You can make 2 apks, google play store allows adding separate apks for each supported architecture (mips, arm, x86)
But you dont have to if you dont want.
You can compile native libraries for both arm and x86. Then in java you determine which one to use
Thanks for your answer
Can someone that actually did the jump (from JAVA to C++) share about his experience ? Hom much FPS boost should I expect ?
I have a simple scene right now in 100% JAVA that is rendered at 17 FPS on an old mono 1 GHZ device, which is quite low. I was wondering if I optimized the rendering in C++ I would have 60 FPS on that device...
I can't talk from an OpenGL point of view but I made an Equation Solver a while back using the NDK and C++ as the engine for it. I can say the performance increase is quite dramatic.
http://www.youtube.com/watch?v=pHS4aXqPo-A
Go to 7:30, it shows an application that executes the same algorithm via Java and Native. You can see a large difference in performance.
It depends on what you're doing. If you have some heavy physics engine or massive calculation of whatever else you gain a lot by using the NDK in addition to the SDK. Small calculations and simple games aren't worth the overhead because each call to native code via JNI has a huge impact.
C++ performance gain
Hi,
Indeed you should expect performance gain, as a rule of thumb, C si between 3x and 50x faster than Java and C++ is roughly 3% slower than C. These were the figures of 2000, Java might have been improving since. Definetly, you will have a performance boost. For all serious animated games, it should be C++, no doubt.
There might be a trick to compile C++ code at runtime saving you the burden to compile for all platforms. For instance, for RenderScript, which allows computation on GPU, the C code (C99) is compiled at runtime.
Hope this will help.
DP
It could be faster. Remember Java & C++ have quite a few differences: no garbage collection in C++, pointers, no reflection for example. Not trying to put you off but it could mean altering your design to compensate. Having said that I have used JNI in a project years ago to talk to some hardware (not for performance) & that was no problem.
it is not easy from java to c++. c++ has some concept very different with java. for example pointer, free, delete memory. i think how to manage the memory space is very hard to java engineer.
kamuikun said:
I've been coding games in OpenGL ES 2, 100% in JAVA. My question : Will I have a performance boost (in FPS) if I coded some parts of my games in C++ ? Like the rendering part ect. Can I have an estimation ? (2x, ect.)
Click to expand...
Click to collapse
Nice stone age writing (for/about loopers) with some metrics
The first think I recommend you is to profile your code and get a clear idea of where is most of the time spent, if your time is mostly spent on gpu / draw calls then I don't think language is your problem.
my experience
I initially implemented my PlotimFree plotting app with Java and was not satisfied with the results. For the move to C++ I gave the Marmalade sdk a shot, and while I;m not sure I'd use it again if I started from scratch (due to pretty awful support), the performance boost was amazing. I expect pure NDK to be at least as good.
About two versions: Indeed, you need to compile for each target separately, which Marmalade limits, depending on the license you acquire. And there are a few more targets besides Arm and x86. I can testify, though, that converting my Android app to BB10 (which is also Arm based but still a different target) was no more than a two hour process.
Lyonsbane said:
The first think I recommend you is to profile your code and get a clear idea of where is most of the time spent, if your time is mostly spent on gpu / draw calls then I don't think language is your problem.
Click to expand...
Click to collapse
This is exactly right, profile first and find out what is consuming the most processing time. Then from there you can determine if that component is something you can write natively in C and invoke from your Java code.
kamuikun said:
Hi everyone
I've been coding games in OpenGL ES 2, 100% in JAVA. My question : Will I have a performance boost (in FPS) if I coded some parts of my games in C++ ? Like the rendering part ect. Can I have an estimation ? (2x, ect.)
Also, C++ is compiled, so I suppose I will need to make 2 APKs, one for ARM and an other for x86 ?
Click to expand...
Click to collapse
It depends on your skills, I would consider to include shades rather than migrating to different language.
As others have mentioned.. maybe look at the way you are rendering or the shaders. On most Android devices now we have a JIT, this basically compiles sections of the Java code at runtime to the platforms native format.
Many times I consider switching to C++ but really cannot convince myself yet! The main benefits I see to it are:
- No garbage collector, so hopefully you can control your allocations more easily
- Platform independence, you can write most of your code in modules and keep non-platform specific parts away to make it easier to port later.
A lot depends on the quality of your Java code as well.
A big problem with doing graphics in Java is getting things smooth. If you create a lot of objects each frame, you will overload the garbage collector, and every few seconds, you will see a slowdown.
C++ won't suffer from this issue.
I have done a Java software rendering demo years ago (search for 'Croissant 9' on pouet.net), and spent a lot of time on minimizing the load on the garbage collector by re-using objects with a simple pool system, so that the demo ran smoothly throughout.
I recently tried to port it to Android, and found that Dalvik is worse at memory management than the JVMs I used 10 years ago when developing the original demo. Dalvik is also a lot slower. The original ran fine even on simple 1.6 GHz Northwood Celeron, easily 30-50 fps... A modern high-end Android phone should be faster, but the code runs with single-digit framerates.
So there's a lot to gain with C++ there.
But with hardware rendering, the bottleneck is not so much on the CPU, but on the GPU, if your code is designed properly.
As for APKs, I believe if you just add multiple platforms to your makefile, it will pack the multiple platforms into a single APK, and the proper code will get deployed on the device automatically.
I can confirm what many of the pro-C++ posts are saying, but I can also correct a few assumptions about Java development for OpenGL ES 2 targets.
I have decades of experience in C/C++, with targets ranging from 3D engines to robotics control systems.
Most of the high performance work you see on Android devices was written in C++, not Java.
There is very little if any benefit, contrary to the Android documentation, in mixing Java and C++ together. The JNI interface is a considerble bottleneck. If you're going to work in C++ for OpenGL ES 2 targets, you should work entirely in C++ - viewing the Java nature of Android applications as a necessary evil for getting I/O from touch.
There are a number of free C++ engines targeting Android. I can't heartily recommend them for you, but they exist as examples from which to base judgement. One that you can EASILY unpack and compare right now is GamePlay3D - from Blackberry (I know, it's a surprise source). With that, and the NDK, you can build 3D example games from the package and see for yourself what an all C++ development target does on your device.
Contrary to Google's claims, Java is slow by the standards expected from engineers familiary with C++ development. Little to zero can be done to change that. However, C++ is a complicated language to use effectively. The learning curve is steep, the potential perils are high and for Android it was an unwelcome, highly resisted addition to the platform (when the NDK was introduced). Since NDK 7 C++ has become a relatively first class member of Android development work, and virtually all high performance games use it for both portability and performance.
A lot of people seem to expect all kinds of magic performance improvements from going to C++, without realizing that their graphics coding might be sub-optimal. Too many state changes, too many draw calls, textures that are too big or shaders that are too complex, those are all quite common causes of slow graphics that are not going to be fixed by moving to C++.
Sure, if you really need every last bit of performance (and you know how to get it), go with C++. But given the power of todays hardware, most people should be able to get by just fine with Java.
It would be a different story if you're planning to port your stuff to IOS: then coding in C++ actually makes sense. I also do a lot of OpenGL stuff in C++; simply because it allows me to plug the renderer into a Qt application on the desktop, avoiding the upload to the device, and making debugging a lot easier.
BTW: the pain of writing JNI code can be eased a lot by using SWIG, which generates all the required wrapper code based on interface definitions.

Coding languages

Hi guys, can anyone explain to me why you can have different coding languages? I am going to try and explain it the best way possible. Pretty much I want to know why some people use other coding languages instead of others? Are some better for particular activities? Like I know cross compatibility like you can't use html to code a game online you need to use Flash or Javascript etc.
tl;d why use one language over another?
Every programming language has advantages and disadvantages. For example Java is portable but slower then, let's say, C++. C++ is less portable and needs to be compiled seperately for every OS but it's faster. Python is very easy and very portable but it's slower then Java. Html, Javascript and Go are for websites. PHP is designed for the use with databases. Prolog uses a completely different approach and is good for logical stuff.
You see, (almost) every language has its own field of application. Additionally, everyone has a favorite language for whatever reasons (e.g. because he thinks the code is pretty). So it's a matter of taste as well.
nikwen said:
Every programming language has advantages and disadvantages. For example Java is portable but slower then, let's say, C++. C++ is less portable and needs to be compiled seperately for every OS but it's faster. Python is very easy and very portable but it's slower then Java. Html, Javascript and Go are for websites. PHP is designed for the use with databases. Prolog uses a completely different approach and is good for logical stuff.
You see, (almost) every language has its own field of application. Additionally, everyone has a favorite language for whatever reasons (e.g. because he thinks the code is pretty). So it's a matter of taste as well.
Click to expand...
Click to collapse
Thanks for the high quality response.
As a beginner, someone who wants to start developing android applications..What coding language do you think I should start with? I understand android is basically Java?
Blakebn2012 said:
Thanks for the high quality response.
As a beginner, someone who wants to start developing android applications..What coding language do you think I should start with? I understand android is basically Java?
Click to expand...
Click to collapse
Well, it's Java with some extra stuff. That's why I would recommend starting with Java. It's portable, object oriented and you'll need it for Android later anyway.
When I learned Java, I used the Head First Java book which I can highly recommend.
Ok thank you very much you have been a great help.
Blakebn2012 said:
Ok thank you very much you have been a great help.
Click to expand...
Click to collapse
You're welcome.
There's different languages for different things, like Java vs. C++ (Java is portable/cross-platform, pure object-oriented, has automatic garbage collection, etc; C++ is platform dependent and needs to be compiled on each environment, wasn't built from the ground up as OO, you need to allocate and manage memory yourself, etc. Java isn't quite as fast/efficient as C++ but it's come a long way from it's beginnings and is pretty close now, for desktop apps IMO anyway.
Then, for web development, there's Python and PHP. Both accomplish the same thing (doing back-end logic for websites, like querying databases so the data can be displayed on the page) but have different syntax. People like either one for different reasons and it's mainly just personal preference when it comes down to those.
So to answer your question, the difference between some languages is pretty great (like assembly and C#) and they're used for different purposes. And the difference between others, like PHP and Python, is for the most part superficial and it's just personal preference between the two.
The main reason we do have programming languages is that working directly on the bare hardware is pretty difficult. Working directly with machine code is difficult in many ways: it is hard to be kept bugfree, even harder to be read and understood, and there is also the problem that it's only working on a specific machine. Programming languages cope with those problems by introducing programming paradigms, which make several things easier, but it turned out that there is no paradigm which covers all needs. C/C++ for instance makes it possible to work pretty close to the machine while producing quite readable code, which can be ported easily from one plattform to another (compared to using assembly language). In contrast Java introduces a Virtual Machine on top of the actual system such that it's even a lot easier run code across several systems (compile it on one machine, run it everywhere ... as long as a JVM is available), and it brings the object oriented paradigm with it. Furthermore there are declarative languages for database programming, functional programming languages or logical programming languages for mathematical problems around, and so on ... . Sometimes you might not be interested in writing understandable portable code, such that assembly language is your best pet, but that's most probably not true in most situations.
123123132
Really good compact responses. I also want to recommend learning some shell programming, i.e. linux terminal programming for file/process management and low-level hardware manipulation in the kernel. Shells are usually mksh, zsh, bash, busybox ash, or symbolically linked to sh. This is known as a scripting language because you can run your programs/scripts on-the-fly without any compiling. Adding some shell scripts to your java app can make it very powerful such as with apps like trickster, synapse, performance control, etc., .. basically any kernel/hardware control apps.
Also you can try Ruby language. Its great for some everyday tasks, very simple and powerful(especially string processing). Also Ruby On Rails is very simple framework for web-developing. A week and you can try to code your own github. And the IRB console is good enough. But i duuno, is there any mobile-app-dev modifications of Ruby. Anyway, its still great enough.
Blakebn2012 said:
Hi guys, can anyone explain to me why you can have different coding languages? I am going to try and explain it the best way possible. Pretty much I want to know why some people use other coding languages instead of others? Are some better for particular activities? Like I know cross compatibility like you can't use html to code a game online you need to use Flash or Javascript etc.
tl;d why use one language over another?
Click to expand...
Click to collapse
That would be perfect, if we lived in a place where only one language is enough for all works XD
However, the really life isn't perfect.
Some works need complicated language to achieve and some don't.

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