want to develop clock app - Java for Android App Development

I want to develop clock app, where day divided in 60 parts of 24 minutes and each part is further divided in 15 parts I've ubuntu 15.10 in my pc with android studio installed

You already have sufficient knowledge of java

actually i don't have any idea how to do this

Related

New Programmer (Maybe)

Hi to all,
i'm new in xda\xda2 world...and i would like to develop under it? What i need for developing? What cpu type\model it have?
Well.. The About and Device Information screens in the System Settings menu should take care of your questions..
But if you're lazy, the XDA typically runs PocketPC 2002 on a StrongArm CPU, and the XDA II PocketPC 2003 (Windows Mobile Edition) on an Intel XScale (which is backwards compatible with ARM).
If you simply visit www.pocketpc.com and click on developers you'll end up at http://www.microsoft.com/windowsmobile/information/devprograms/default.mspx
Where you can even order a free DVD-Rom with the PocketPC SDKs, compilers etc (they will charge shipping and handling, at a freakishly high rate). You can also download that stuff.
However, you will need Visual Studio .NET as well, which is not a free download (in fact, even the academic version will set you back more than EUR 100).
I've not ventured into it myself yet, so it's quite possible you can actually do without Visual Studio (as the compilers themselves can be downloaded). Also, there's a version of gcc for pocketpc.
Any one developing for pocketpc who wants to chip in here? (I'd like to toy around with programming a bit on PPC - regretably it doesn't have a built-in scripting language like epoc32 has/had).
You only need Visual Studio .NET if you want to create .NET applications. If you are just programming in C++, I'd highly recommend downloading Embedded Visual Studios 3 and 4 and get the appropriate SDKs (all of which are free). At least, that's what I use.
What about Java Midlets?
I am thinking on writing a couple of apps for PPC, but going into VS.NET might be too deep for me. I also want to extend those later for palm and maybe desktop. No hardware specific stuff so I thought I might get away with Java which I am pretty good at.
Does anyone have anything to say - pros / cons? How midlets are on O2 in general - fast / slow, too much memory or processing power? Please share.
Why don't you get down to c++? Fast, small, general support...
--------------
У нас сегодня день вежливости, так что вы просто идите за мной и никуда не сворачивайте!
Some day
Good old C++. Too many years with Java - softened my mind... Undoubtedly C++ is the best way to go in terms of speed and size. Lets see what people say. :idea:
I've been programming in Visual .NET (VB.NET more specifically), but even after installing the SDK I have no idea where to start? When creating a project, I don't see any new project type for Pocket PC applications ? In fact, what else do I need to do if I want to program in VB.NET ?
i read that visualstudio .net 2005 will be able to make pocketpc applications in all languages not just .net applications like 2003
not sure about how you get started with vb.net since vb is very evil and nasty
but with c++ mfc and c# .net you start out with a form and there you can place components on it and program what functions they have
but if you want to make games and stuff which dont use normal windows stuff then you are better off programming them in c++ directly for the arm platform
I use Embedded VC++ and MFC as it's far tighter/smaller than .net. Purists can go completely Win32(ce) native and avoid MFC altogether but MFC does make development a good deal easier without the bloat of .net (not to mention how slow it is..).
Same thing for me. C++ with EVC tools. No mfc for me (a little purist and feel it gives a clearer code )
Best way to have samller and optimize applications
I've been programming in Visual .NET (VB.NET more specifically), but even after installing the SDK I have no idea where to start? When creating a project, I don't see any new project type for Pocket PC applications ? In fact, what else do I need to do if I want to program in VB.NET ?
Click to expand...
Click to collapse
If you have VS.NET 2003 you don't even need the SDK.
just File-> New->Project
on the left column "Project Types" choose your language and on the right click the "Smart Device Application"
Basically is like any windows application but less possibilities and if you want to create any serious application you'll have to do a lot of optimization and native coding.
Good luck
Books?
I'm also interested in programming with Embedded VC++...and was wondering if anyone know of books out there I can pick up that will help my learning process a little quicker. Its been a long time since i coded in C++ and need to refresh.
The part I'm really need help is the basic parts ...like how to get things started.
I'm confident that once I get started i'll start to remember my C++ coding.
I'm downloading the Embedded VC++ from Microsoft as I type this post ...hope it wont be too hard to understand how to create a simple "hello world" program for PPC devices
Also if anyone knows a good web sites with code samples ...please PM or post the URL, I'v seen some but not all that great
Thank You
Sometimes less is more.......
zendrui said:
Same thing for me. C++ with EVC tools. No mfc for me (a little purist and feel it gives a clearer code )
Best way to have samller and optimize applications
Click to expand...
Click to collapse
As mentioned above, if you drop ATL, MFC .NET and all the implied baggage they have to bring with them to work, you are left with the old WIN32 programming model. This is now considered very 'old hat', but if all your program uses are API's in WIN32's kernel.dll, user.dll, gdi.dll etc...... i.e. the very primative windows stuff, then it is possible to write an application that will run on any version of Windows Mobile. This application will be pretty simple, but the compiled .EXE file targetted at an ARM4xx model will run on almost any Pocket PC, without any other files. (i.e. The single APP.EXE file will run on any upwardly compatable system, no fancy implementation project to create or run, just copy the release '.exe' file to the target machine, and it will run!). These days 99%+ mobile PDA's run ARM class processors. The manufacturers call them by their own processor IDs but under the hood they are all the same.
To create an app that will run on the Mobile 5/6 platform without looking like previous Mobile 2002/3/SE apps, limit the Main menu items to two. This will make sure they appear either side of the input icon, as menu items. More than two and the Mobile 5/6 menu items appear as 2002/3/SE apps in the old control bar style.
wfberg said:
(I'd like to toy around with programming a bit on PPC - regretably it doesn't have a built-in scripting language like epoc32 has/had).
Click to expand...
Click to collapse
As far as scripting goes... I'm a big fan of Mortscript. It's so simple... I guess I'm a little purist myself
Basic 4PPC
Basic for Pocket PC, has anyone tried this. I went to the site and it only cost around 40.00 US. I've worked with "basic" before and the progs were usually bloated and sluggish. Wonder if this would be the same.
i have started developing in ppl language the program name is PIDE from ariana soft..its very easy..it also lets u make games
ive created my first clock in it

Windows XP Embedded on HTC devices?

Hi folks
Recenty I got the Windows XP Embedded kit, and I was really satisfied and surprised with the performance of the directly built system on an old machine like a P1 @ 200 MHz with 64 MB of RAM, without a hard disk.
The main goal would be to run truly win32 apps on mobile devices, to give better functionality and compatibility.
Yet the builder supports x86 architecture only, but cannot be a big problem to port it to ARM pocessors.
What might be difficult are these things:
-Getting win32 drivers for built-in devices (ex. integrated SDIO/USB WLAN, BT adapter, touchscreen, and sound devices, and apps for them!)
-Saving user data on turning off (Ebmedded systems are designed for a workstation, like a cash register: prebuilt apps, and nothing more comfort ) like WM200x
If anybody has any suggestion are to get a warm welcome
bye
Yet the builder supports x86 architecture only, but cannot be a big problem to port it to ARM pocessors.
Click to expand...
Click to collapse
Are you kidding me?
This would mean reverse engineering and recompiling every binary in the OS.
Do you have any idea how many hours something like that would take?
yup, you're right, but in theory it's possibe. I've seen a running DOS on a Microchip micro-controller, or for example the Atmel STK 1000 is Linux based, also seen an mPlayer app operational on the demo board at the college.
as you see, i'm not an experienced programmer, but i'm not afraid to ask
Yeah, the basic low-level binaries must be recompiled, and once it's ok, it might be usable with regular win32 apps, until you run an old DOS app, wich directly access the hardware.
A few years ago i was able to port Z80 software to 8086, and it wasn't easy.
I don't really know these things, just want to see opinions, possibilities, and suggestions.
exe files are binarys which are instructions directly for the cpu
it's not parsed by the operating system
so compiling the os is not enough every application needs to be recompiled too
The programs you mentioned have source available in one way or another (since DOS is very old there are clones, like freeDOS).
If you have the full source for an app and the right compiler, porting it to another CPU is feasible.
But, this is not the case with embedded XP. Getting the full source is impossible which means most of the system will have to be rewritten from scratch.
Just look at the Wine project to see what it takes, and they "have it easy" - they are just trying to simulate the APIs not change processor architecture. (Lets make it clear - ARM instruction set is very different from x86).
And as Rudegar said it will not let you run any program that has not been specially compiled for ARM CPU.
I know it sounds like we are trying to kill you idea here but its nothing personal, unfortunately it just isn't feasible. We would all like to be able to run desktop apps on our devices, but simply having embedded XP on them would not accomplish that. Also while many old DOS apps can be run using various emulators like pocketDOS, almost all Win32 apps take more resources than our little gadgets can offer.
I am fairly sure though that in 5 -10 years that problem will be fixed.
<_< man hours or not, reveng'ing this will have a bigger impact than just winDOS Mobile devices. Desktops have a use for this, definitely (because the Vista-Only crap is starting to hit the market). Too bad they don't provide assembly in programming classes anymore, obviously because they don't want anyone else to reverse engineer anything and spoil their foisting fun. <_<
In any case, IIRC XP Embedded is missing the install/uninstall engine, so you can't customize it after it's flashed onto the board. This isn't quite a good start - XPLite or 98Lite are better for reverse engineering from scratch (but they're too powerful for mobile devices).
The other alternative is porting ReactOS, which is a reimplementation of W2K. Those guys are "having a lot of fun" getting things to work, tho. <_<
Maybye Windows CE6 yes, but Windows XP Embedded no, because they must run at 686-AT/X platform IMB. Sorry of my English
linux would be a path
with most linux programs you can compile them yourself
using good old
./configure
make
make install
of cause gui programs could have issues displaying correct
on such a small screen
You MIGHT be able to pull it off by installing a minimal (very!) WinMo firmware and then have it autorun Bochs, which is known to be able to run the PC version of XP.. A customised, thinned-down XPe image should run fine under Bochs.
--W5i2

Pre-compiled TodayScreenSupport-UnManaged?

I'm trying to follow these instructions for creating a Today Screen Plugin, but I can't compile the unmanaged code. I can't even get eVC to run on my Vista machine, and I don't know enough about c++ to manually convert it to a VS.NET 2008 project.
Is there a reason that I have to compile it myself? Is there somewhere I could download a "pre-compiled" version without having to struggle through this?
I managed to get the eVC++ projects imported into VS.NET 2008 and built, hooray!.
Next I opened the "Managed" solution that is supposed to build the cab files for the device and an installer for my dev box. With some tweaking of paths, I was able to get this to build too.
However, it looks like it's building a new project type for vs.net2003, not 2005. So installing the custom project doesn't actually seem to work. And I still can't actually start working on what I *REALLY* want to do, which is writing a today screen plugin.
So now I have to figure out how to make this project type compatible with vs.net 2008.
What a convoluted and weird way to distribute this stuff. Why didn't they just distribute some binaries?
You could try memwatcher project from WM5 SDK which came with Visual Studio 2008 or to convert the project from WM6 SDK that is created for VS2005. The example shows free memory (SD card and RAM) and is useful as starting point for new projects in VC++ (unmanaged).
MemWatcher is written to support different screen sizes and orientation by calculating the size of bars according the device screen size.
Read more about Memory Watcher here:
http://msdn.microsoft.com/en-us/library/bb158711.aspx
I had no problems with these examples and created simple today screen for my needs with added to RAM/SD bars a battery level and large clock with date.
Thank you for the suggestion, but my C++ skills are negligible. I tried briefly to figure out how to write my own based on those samples, but since I don't even know string manipulation it was very much an uphill battle.
Later I found this, which allowed me to write something useable in C#. It's still alpha, but it seems to be stable. And it let me get on with the fun part of developing instead of trying to figure out linkers and static libraries.

Windows Phone SDK 8.0 Download

The Windows Phone Software Development Kit (SDK) 8.0 provides you with the tools that you need to develop apps and games for Windows Phone 8 and Windows Phone 7.5.
Overview
The Windows Phone SDK 8.0 is a full-featured development environment to use for building apps and games for Windows Phone 8.0 and Windows Phone 7.5. The Windows Phone SDK provides a stand-alone Visual Studio Express 2012 edition for Windows Phone or works as an add-in to Visual Studio 2012 Professional, Premium or Ultimate editions. With the SDK, you can use your existing programming skills and code to build managed or native code apps. In addition, the SDK includes multiple emulators and additional tools for profiling and testing your Windows Phone app under real-world conditions.
System requirements
Supported operating systems: Windows 8, Windows 8 Pro
Windows 8 64-bit (x64) client versions
Hardware:
4 GB of free hard disk space
4 GB RAM
64-bit (x64) CPU
Windows Phone 8 Emulator:
Windows 8 Pro edition or greater
Requires a processor that supports Second Level Address Translation (SLAT)
If your computer meets the hardware and operating system requirements, but does meet the requirements for the Windows Phone 8 Emulator, the Windows Phone SDK 8.0 will install and run. However, the Windows Phone 8 Emulator will not function and you will not be able to deploy or test apps on the Windows Phone 8 Emulator.
Instructions
Choose the language version you want to install and click the Download button for the WPexpress_full.exe file. Follow the instructions to install the SDK. Note that each localized version of Windows Phone SDK 8.0 is designed to function with the corresponding localized operating system and localized version of Visual Studio 2012.
Note - Windows Phone SDK 8.0 installs side-by-side with previous versions of the Windows Phone SDK. You don't need to uninstall previous versions before beginning this installation.
Download the release notes which are in a separate file. For Windows Phone SDK 8.0 documentation and samples, see the Windows Phone Dev Center.
To start VS Express for Windows Phone, click the application in the Apps list. If you have Visual Studio Professional, Premium or Ultimate installed on the computer, the VS Express for Windows Phone shortcut won't appear. Instead, start your Visual Studio instance as usual and then create Windows Phone SDK 8.0 projects using the installed Windows Phone templates.
If you try to run a project in Windows Phone Emulator and Hyper-V is not enabled, you will be prompted to turn on Hyper-V. Turning on Hyper-V requires you to restart your computer.
Note: this release is also available in .iso format. Choose one of the following options for handling downloaded ISO images:
(Recommended) Write the image file to a blank DVD.
(Alternative) Mount the image file virtually as DVD devices.
Download WebSite: http://www.microsoft.com/en-us/download/details.aspx?id=35471
So how do you learn how to use an SDK? I've always had an interest but there is never any obvious guide of how to program. I picked up UE3 SDK quickly but that is because there was like 30GB of tutorials on it, where can I do the same for this SDK?
Thanx.
You learn visual C#/B/C++. You do not directly use the SDK, you use the development tools in it
Venekor said:
So how do you learn how to use an SDK? I've always had an interest but there is never any obvious guide of how to program. I picked up UE3 SDK quickly but that is because there was like 30GB of tutorials on it, where can I do the same for this SDK?
Thanx.
Click to expand...
Click to collapse
First learn Silverlight/C# and then read the SDK documentation,
To put it in simple words SDK just gives all the functions that u can use on Windows Phone.
Typically, if you learn any C# API (other than windows forms) you will learn all the others. They are very similar to each other, only some few twinks here and there due to platform differences.
---------- Post added at 11:46 PM ---------- Previous post was at 11:28 PM ----------
The SDk is bugged, emulator does not work. Says it wants virtualization and my PC doesn't have it, when it clearly does. Both Android and Windows Phone 7.5 emulators work fine.
Kinda failish...from Microsoft.
oh well...the SDK system requirements are pretty damned huge. My CPU does not support SLAT apparently...
So I can just go to the Visual Studio website and follow the tutorials there? I have bad eye sight so I learn better from videos and listening instead of reading lots of text which takes me far longer to do. Luckily typing is easier as you know what you're typing on the keyboard so you don't have to pay as much attention on reading the text on screen.
Your processor needs SLAT support (extended Virtualization) also called VT-x by Intel. It is available from the Core i3/i5/i7 processors or newer AMD processors. This is due to the fact that the WP8 Emulator relies on Hyper-V instead of VirtualPC which was used for WP7. So if you have a Core 2 processor your hardware does lack required features. This is not a bug in the SDK.
On learning development of WP Apps there are series that take you around the SDK like this one: http://www.jeffblankenburg.com/2010/09/30/31-days-of-windows-phone-7/ It's still for WP7 but almost everything said there still applies for WP8, although in WP8 it was much extended. There are also Development Webcasts and Hands-On Labs you can try out. You can Google for those - there is lots of content on the topic.
But as was said before - it would be beneficial to know some C# beforehand.
I keep installing the SDK but visual studio express 2012 for windows phone doesnt appear in my start menu, says everything is installed fine, Any ideas?
Edit:btw using windows 8 x64 Evaluation Version
Do you have a regular version of Visual Studio 2012 installed? In that case the SDK integrates itself with the regular version and just adds the project type there.
StevieBallz said:
Do you have a regular version of Visual Studio 2012 installed? In that case the SDK integrates itself with the regular version and just adds the project type there.
Click to expand...
Click to collapse
That will be the one,, Cheers for reply.
Since no college near me teaches any programming and I have to work, I better start teaching myself.
Can any one tell me where to start?
Thanx.
Venekor said:
Since no college near me teaches any programming and I have to work, I better start teaching myself.
Can any one tell me where to start?
Thanx.
Click to expand...
Click to collapse
https://dev.windowsphone.com/en-us
http://www.windowsphonegeek.com/Resources
http://www.freebookspot.es/Comments.aspx?Element_ID=259285 (book)
Does WP8 have any new ringtones/notifications or wallpapers?
I dunno if that stuff would be in the SDK, but it'd be cool to have a dump of those files.
Weird Visual Studio basically does everything for you, I was expecting you'd have to make everything from scratch. Not what I wish'd for really as I did want that experience, those guides don't teach you how to understand the language, just how to create something quickly. Kinda like when you were at school reading from a text book and they never taught you the foundations of how to create your own sentences, always taught pre existing ones.
You can look for manuals for Visual C# around the web, there are a couple of free ones created by Microsoft, but you won't find any videos.
Once you understand the basics, it will be pretty easy to get started on creating complex apps. This is the beauty of C#
can anyone give me MD5 or SHA-1 hash of the iso? thx.
If you want to learn programming from the ground up I guess it would be best to start with a regular book on programming with Visual C# 2010 or something along those lines (2012 books are still rare I guess).
The problem with starting out on Smartphone platforms is simply that there is nothing like Console programs that allow you to easily experiment with language features without having to care a lot about more complex concepts like asynchronicity, Event-models, data-binding, etc.
While I can do a simple:
public static void main(String[] args) {
Console.WriteLine("Hello World!");
}
on the Desktop to arrive at a program that outputs those famous words to the screen on the phone it is more like with a PCs GUI programming.
There you have to instantiate a Window (or Page on the Phone), place a Label control (both of which are classes) and assign a property of the label to the text. Algorithmically a lot of information is hidden in those classes. This is mainly due to the fact that during actual development people don't want to and don't need to care about the details behind those things but for learning how to do things the effect is pretty devastating.
So my suggestion would be: Take a book on C# development and work through the basic concepts of Methods, Classes, Properties, EventHandlers and then before diving into the details of WinForms development switch over to the Phone SDK and acquaint yourself with the workings of the according UI Toolkit.
how can i tell if my computer has a processor that supports Second Level Address Translation (SLAT)
my laptp is intell pentum and my desktop is amd phantom x4?
Your laptop won;t support it.
I am not entirely sure about the AMD though.
There is a tool for that in the SDK download page.

APP sizes : Android vs WP

HI, I saw some apps on play store and WP market. I found that many apps on WP are smaller in size as compared to the same app on Android.
Examples:
Official Twitter app: By Twitter
Android : 6 MB
WP : 2 MB
Facebook app:
Android (official) : 13 MB
WP ( by Microsoft) : 4 MB
LinkedIn app (Official)
Android : 5MB
WP : < 1 MB
NY Times (Official)
Android : 2.3 MB
WP : 1 MB
Whatsapp : By Whatsapp
Android : 8 MB
WP : < 1 MB
Foursquare (Official)
Android: 10MB
WP: 5 MB
Angry Birds Star Wars
Android: 38 MB
WP : 20 MB
Angry Birds Space
Android : 36 MB
WP : 15 MB
Anyone viewing this thread, please post apps sizes if you also find same thing for any other app.
So, how do will explain this small app sizes on WP compared to Android.
Is WP OS more CODE efficient than Android
Does this efficiency contribute to smoothness of apps. Please share your thoughts.
As a developer, I can say for certain several things
1) Yes, the OS is way, way more "code efficient" than Android
2) The code is downloaded and compiled only once. I will not get into details as to why this is happening, but on Android, as far as I am aware, JIT occurs everytime you run the application.
Also, Visual Studio is able to create far smaller binaries when compared to Eclipse.
Bytecode(android+eclipse) tends to produce really large "binaries" while the IL(WP+VS) tends to create very effective "binaries".
My game, which contains around 100 graphical assets only eats around 5.53 MB of space. So yes, C#/C++/VB handle assets and binary size better than Java.
There's been some talk lately about porting Android to use C# instead of Java. Some tests were done as far as performance is concerned. Really interesting results
http://www.cnx-software.com/2012/05...-massive-performance-improvement-over-dalvik/
http://www.koushikdutta.com/2009/01/dalvik-vs-mono.html
Then there is also the problem of hardware variety. Windows Phone basically runs on the same chipsets and only has a few supported resolutions, whereas on Android, there are great many chipsets, each with their own sets of hardware assets and many possible resolutions. Developers need to write more code to make sure their apps work fine on as many phones as possible.
mcosmin222 said:
As a developer, I can say for certain several things
1) Yes, the OS is way, way more "code efficient" than Android
2) The code is downloaded and compiled only once. I will not get into details as to why this is happening, but on Android, as far as I am aware, JIT occurs everytime you run the application.
Also, Visual Studio is able to create far smaller binaries when compared to Eclipse.
Bytecode(android+eclipse) tends to produce really large "binaries" while the IL(WP+VS) tends to create very effective "binaries".
My game, which contains around 100 graphical assets only eats around 5.53 MB of space. So yes, C#/C++/VB handle assets and binary size better than Java.
There's been some talk lately about porting Android to use C# instead of Java. Some tests were done as far as performance is concerned. Really interesting results
http://www.cnx-software.com/2012/05...-massive-performance-improvement-over-dalvik/
http://www.koushikdutta.com/2009/01/dalvik-vs-mono.html
Then there is also the problem of hardware variety. Windows Phone basically runs on the same chipsets and only has a few supported resolutions, whereas on Android, there are great many chipsets, each with their own sets of hardware assets and many possible resolutions. Developers need to write more code to make sure their apps work fine on as many phones as possible.
Click to expand...
Click to collapse
Oh boy. Where to start.
Firstly, the WP OS is not more efficient than Android. Android consists of Java in the form of the Davlik virtual machine running on linux. In no way is this less efficient than C# running on the WP8 virtual machine on the NT kernel.
Bytecode is not Android + eclipse. Eclipse is an IDE, like visual studio. Bytecode is the compiled output from the Java compiler in the form of .class files. You can use any IDE (or none) to develop Android applications.
The size of a binary bears very little relation to it's efficiency. It all depends on the environment it runs under. For example, a single API call may, in one environment, relate to, say, 20 calls into some framework that is bundled with the app - therefore making the binary bigger. In another environment the single call may result in a single call into a function provided by the virtual machine. The end result is that roughly the same amount of code is executed. Also, part of the reason why Android binaries are larger is because they contained a cached version of the app for quicker startup.
Besides code, a binary may contain other artefacts, like graphic files or different resolutions, which will make the binary bigger.
The idea of using C# on android is absurd. C# is not supported on Linux (by Microsoft). There is, however, the mono open source version of C# (always guaranteed to be out of date) but the android libraries provided by Google are written in Java and there is no way they will use a proprietary language, like C#, as it will require the use of Microsoft technologies to run and that means they will have to pay Microsoft a license fee.
Why on earth would the leader in smartphone abandon their existing technologies to adopt one that will require a complete redevelopment of Android and, in addition, pay a license fee to Microsoft? Answer == they won't. Ever.
Dr.Paul said:
Oh boy. Where to start.
Firstly, the WP OS is not more efficient than Android. Android consists of Java in the form of the Davlik virtual machine running on linux. In no way is this less efficient than C# running on the WP8 virtual machine on the NT kernel.
Bytecode is not Android + eclipse. Eclipse is an IDE, like visual studio. Bytecode is the compiled output from the Java compiler in the form of .class files. You can use any IDE (or none) to develop Android applications.
The size of a binary bears very little relation to it's efficiency. It all depends on the environment it runs under. For example, a single API call may, in one environment, relate to, say, 20 calls into some framework that is bundled with the app - therefore making the binary bigger. In another environment the single call may result in a single call into a function provided by the virtual machine. The end result is that roughly the same amount of code is executed. Also, part of the reason why Android binaries are larger is because they contained a cached version of the app for quicker startup.
Besides code, a binary may contain other artefacts, like graphic files or different resolutions, which will make the binary bigger.
The idea of using C# on android is absurd. C# is not supported on Linux (by Microsoft). There is, however, the mono open source version of C# (always guaranteed to be out of date) but the android libraries provided by Google are written in Java and there is no way they will use a proprietary language, like C#, as it will require the use of Microsoft technologies to run and that means they will have to pay Microsoft a license fee.
Why on earth would the leader in smartphone abandon their existing technologies to adopt one that will require a complete redevelopment of Android and, in addition, pay a license fee to Microsoft? Answer == they won't. Ever.
Click to expand...
Click to collapse
Uhh...
Where do I start?
I know bytecode is NOT android+eclipse, I only mentioned the IDE and System, just as IL si not visual studio.
The size of the binary is influenced by how good the compiler is. Although it is not the only the only thing to take into consideration, the compiler does have a role in this.
C# on Linux/Android/Mac/iOS IS supported by Microsoft under the community promise license, so everybody can port C# and .NET to any system as long as they don't use this on windows, WITHOUT having to pay Microsoft anything... I suggest you get some documentation on what Mono and Dalvik are.
C# is just as open source as C on any platform apart from Windows.
As a matter of fact, porting Android to C# would benefit the platform greatly, as google has some issues with Oracle regarding the usage of Dalvik and Java on Android.
Oh, did I mention android has to code MORE due to variety of code...hmm...
No. You cannot judge the efficency of the compiler based on the resultant code size unless you are comparing like for like. You cannot compare two languages running on two different platforms like this and come to the conclusion that because the bytecode is smaller it must be more efficient.
I expect you are too young to remember the CISC vs. RISC debate some 20 or so years ago. RISC processors generated far more instructions than a CISC processors to perform the same operation, and hence had far larger binaries. However, RISC machines were far faster. So the complete opposite of what you are saying.
Different compilers may well generate different size binary files if one were to compare compilers compiling the same language. But again this does not mean the code in the smaller file will run quicker. Indeed it may actually run slower.
Code size is no indicator of efficiency.
As far as c sharp is concerned, only the language is free to use. None of the frameworks are. And Microsoft do not provide a c sharp compiler on any system besides windows.
There is not a chance in hell that Google will adopt it. If they were to change from java they will either use one of the languages they have developed or develop something new
I used the appropriate quotation marks when writing "code efficient", as it is a very broad term and comparisons over who is code efficient and who is not.
The way I understand it, a code efficient system is a system that has very high performance, such as windows phone, not that it has anything to do with size of binaries, but the OP asked if WP is a "code efficient" system, so i answered xD
.Net framework is also free to reverse engineer. You still have to pay for compilers however.
Interesting sidebit: in internal Google E-Mails that got published during the Oracle vs. Google trial over Java it was actually mentioned that using C# instead of Java would have been an option due to the fact that there are less licensing hassles attached to it's core library (which actually is standardized with ECMA) as compared to Java. They decided not to go that route as it would have taken a year to adapt Android and instead risk getting sued by Sun (which was later acquired by Oracle). So: yes, C# would have been just as good an option. Using something like Google Go wouldn't have simply because there was no developer community and it's a lot easier to get people working on your platform if they don't have to learn a new language first.
That aside: most likely the binary size isn't all that much relevant for how big the downloaded files are. And I won't even go into the fact that some of those Apps aren't written in Java on Android but use the NDK (at least Facebook and the Angry Birds games do on Android, most likeley the later do it on WP8 too).
So in the end it's most likely down to the embedded Audio and Graphics resources. As was already mentioned Android devices have to support a lot more resolutions which makes it likely that LowRes graphics are included as well to not tax slower devices with high-res graphics for no reason (given that you won't see the difference on LowRes displays). Another reason for this with regular Apps is that WP takes a chromeless-design-approach so you rarely have graphics included that serve as UI chrome.
Another reason might be that Microsoft put quite some effort into driving home the point that resources should not be included or used in a higher resolution than what they are intended to be displayed at. The reason was that it might have led to troubles with the memory-constrained Tango-devices which only have 256 MB of RAM. At least for high-profile developers that work together with Microsoft it's likely that those optimized their Apps for it.
Lastly and also already mentioned: third party libraries. Historically Microsoft has always packed a lot of functionality directly into it's system frameworks. So it's entirely possible that WP devs use third party libraries less often. Case in point: database functionality: many Android Apps use SQLite and include their own binaries for it. WP provides SQLServer CE which can simply be used by any App that needs it. This might change though as for W8/WP8-cross platform Apps Microsoft themselves suggest including SQLite given that there is no SQL CE Support for WinRT-Apps.
And for the finishing lines something on compilers and code size. Intels C++ compilers regularly produce bigger binaries because of optimization techniques like loop unrolling, etc. They also normally outperform competing compilers in performance benchmarks. But it's not that easy if you look not at a single App's performance but at the whole system. Having an App take up more memory means that other Apps will have to be terminated sooner to avoid an out-of-memory scenario and it is more taxing on the memory controller, which depending on the chipset used might lead to additional performance problems down the road (the Nvidia Tegra 3 is said to be severely limited by its memory controller). But especially with Managed Code like C# or Java the code size of the IL does not really mean too much in that regard as the code is compiled anyway before being executed. So the memory actually taken up during execution is a lot different from what gets downloaded.
A more interesting comparison though would be wether the WP8 compiled XAPs are smaller than their WP7 counterparts, given that WP8 does precompile the IL in the cloud. Might be interesting to see which of those is smaller.
Just did some comparisons on size of binaries between 7.5 and 8
1) XAP compiled for 7.5 is 5.53 MB
2) XAP compiled for 8 is 5.76 MB
Seems the 8 version is actually bigger, although not by much.
I love this thread!
Sent from my RaZr on MIUI.
I know about the comparison between Android and Windows Phone 8 from users who have made the switch.

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