Scala or Java based on IDE and Memory footprint - java

We have huge stack of xml files (around 5000+ files) possibly about 80 MB when not compressed) all of them are device configurations used for read & write data & build user interfaces without any language dependencies. These XML files can be ported to any technologies like Android and Apple world. Not all the 5000+ are loaded at one shot to memory, we might load 200 files into memory based on 1 device connected. We have a .NET/WPF based application which is using those XML files to build the UI and access the device information through protocols like Modbus & Hart (Don't bother protocols now). Anywhere we need custom logic, we have written them in DLL's (in .NET) and we use the reflection & IoC to load those DLLs, create object and access them through interfaces at runtime to complete the XML configuration. On desktop, then we build UI and load configuration
Now We need to develop Android app which runs on Phone and tablet as well. I have 1 year experience working lightly in Java. We could write a core modules which can be used for both phone and tablet and UI layer which is just to render our XML as a UI elements. We know to use Java's Class Loader to create instance so that instead of DLL's we could build .jar file in Android world and load them (if possible?) and access via interfaces. When we load our XML, it will consume nearly 80 to 100 MB of RAM (in WPF & .NET).
When looking into Android world, I could not decide whether to go with Scala or Java. We do not have any Java expert to advise us. Having worked on Python, I feel like Scala is modern & good choice. Also I read that Android apps compiled using Scala is fat(big), take long time to boot up.
But coming from Visual Studio background, we are much sophisticated development team expect everything to run through IDE. Also team has to learn Java/Scala whatever our choice from start.
If we choose to work on Scala on Android, do we except the memory efficiency is near to Java? Also do we have sufficient IDE support (Eclipse or NetBeans or IdeaJ) for Scala?
I am specifically looking for Memory footprint (internals) and IDE support for building Android application. No discussion on performance or productivity..

My Scala IDE is Maven in one terminal window and Vim in another. The browser serves up help documentation. If you can base your build process on Maven, then any IDE should do fine. And since you are working a lot with XML files, I suggest that you do base your build process on Maven rather than SBT.
Of course, there is Eclipse support for Scala, Intellij supports it, there is a Netbeans plugin for Scala, even a Komodo language extension for Scala. Lots of IDE choices to try out. Only the developer knows what works for them.
Make half a dozen identical VMs. Install one IDE on each one of them. Get the developers (end users of the IDE) to test them and choose the one that they want. Do all of the build and continuous integration with SVN and Maven. Make that the boundary between the developers'personal toolset (the IDE or Emacs or Vim) and the supported development tools.

If you're coming from C#, I'd advice choosing Scala. That way you could actually preserve some of your business logic, because good C# code might probably look a bit like things are done in Scala, too. E. g. LINQ in C# and Scala's collection classes (v.s Java collections).
The syntax is a bit different compared to Java/C#, but syntax is hardly a real problem these days.
Java's IDE support is pretty good, but if you're coming from Visual Studio, Intellij (or Eclipse) + Scala plugin might be good enough for you.
If you program the same code in Java and Scala, memory consumption should be pretty the same.
You should keep in mind that you should use ProGuard to keep the size of the Android application manageable.

Related

Can a native image generated by GraalVM replace IKVM generated DLLs?

I have some Java-app and a customer with some UWP-app implemented in C#, distributed through the Windows Store etc., who wants to use some pieces of my app. Those pieces are pretty OS-independent, only parsing of some special binary file formats, applying some business logic configured using YAML files and stuff. No network, GUI, only some accesses to files etc.
We currently use IKVM to make the code of interest available to C# but ran into different problems already. Some were supporting .NET Core, some had to do with the native toolchain in Release etc. While right now things seem to work after applying some workarounds, I'm looking for alternatives to IKVM already a bit.
The only thing I currently use of IKVM is simply creating a DLL of my code using ikvmc, which can then be referenced in the UWP-project. The compiler is summarized like the following:
The ikvmc tool converts Java bytecode to .NET dll's and exe's.
That's where the support to create native Windows images of GraalVM came into my mind. Others seem to already build native binaries for Windows and according to the docs, GraalVM is able to create shared libs using "--shared". From my understanding, IKVM implements a JVM in .NET and maps things as needed and possible. That sounds pretty much like what "Substrate VM" does in case of a native image, doesn't it?
This executable includes the application, the libraries, the JDK and
does not run on the Java VM, but includes necessary components like
memory management and thread scheduling from a different virtual
machine, called “Substrate VM”. Substrate VM is the name for the
runtime components (like the deoptimizer, garbage collector, thread
scheduling etc.).
https://www.graalvm.org/docs/reference-manual/native-image/
So, is there any chance that a native image in form of a DLL can replace the DLL created by ikvmc currently? Did anyone try that already and has any experiences? Did anyone try already to create a native DLL and consume that in some other native Windows app? From my understanding UWP "only" applies additional restrictions which one might be able to work around again. Or is this approach totally impossible for some reasons?
Thanks all for your input!
I'm not very familiar with the IKVM project, so this answer is mostly about the generic question:
Can you create a native DLL/shared library and consume that in some other native Windows app?
It should be possible. You can compile Java code into a shared library. The entry points are marked with the #CEntrypoint annotation.
You can then use the generated shared library and the header files to consume your library from a native application.
This way for example GraalVM distributions use the GraalVM JIT compiler by default:
The GraalVM JIT is written in Java
Compiled as a shared library with the native-image
Used in Hotspot.
Here's a page describing how to consume those from Java through the JNI: https://www.graalvm.org/reference-manual/native-image/ImplementingNativeMethodsInJavaWithSVM/
which could be very similar to how would you use a shared library from a C# application.
GraalVM native images are not very flexible, unlike IKVM.NET images. Unless you like writing wrappers and playing with P/Invoke, you should stick to IKVM.NET.
NOTE: I am behind an IKVM.NET fork

How can I run python script in android studio with java [duplicate]

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We are working on an S60 version and this platform has a nice Python API..
However, there is nothing official about Python on Android, but since Jython exists, is there a way to let the snake and the robot work together??
One way is to use Kivy:
Open source Python library for rapid development of applications
that make use of innovative user interfaces, such as multi-touch apps.
Kivy runs on Linux, Windows, OS X, Android and iOS. You can run the same [python] code on all supported platforms.
Kivy Showcase app
There is also the new Android Scripting Environment (ASE/SL4A) project. It looks awesome, and it has some integration with native Android components.
Note: no longer under "active development", but some forks may be.
Yes! : Android Scripting Environment
An example via Matt Cutts via SL4A -- "here’s a barcode scanner written in six lines of Python code:
import android
droid = android.Android()
code = droid.scanBarcode()
isbn = int(code['result']['SCAN_RESULT'])
url = "http://books.google.com?q=%d" % isbn
droid.startActivity('android.intent.action.VIEW', url)
Pygame Subset for Android
Pygame is a 2D game engine for Python (on desktop) that is popular with new programmers. The Pygame Subset for Android describes itself as...
...a port of a subset of Pygame functionality to the Android platform. The goal of the project is to allow the creation of Android-specific games, and to ease the porting of games from PC-like platforms to Android.
The examples include a complete game packaged as an APK, which is pretty interesting.
As a Python lover and Android programmer, I'm sad to say this is not a good way to go. There are two problems:
One problem is that there is a lot more than just a programming language to the Android development tools. A lot of the Android graphics involve XML files to configure the display, similar to HTML. The built-in java objects are integrated with this XML layout, and it's a lot easier than writing your code to go from logic to bitmap.
The other problem is that the G1 (and probably other Android devices for the near future) are not that fast. 200 MHz processors and RAM is very limited. Even in Java, you have to do a decent amount of rewriting-to-avoid-more-object-creation if you want to make your app perfectly smooth. Python is going to be too slow for a while still on mobile devices.
Scripting Layer for Android
SL4A does what you want. You can easily install it directly onto your device from their site, and do not need root.
It supports a range of languages. Python is the most mature. By default, it uses Python 2.6, but there is a 3.2 port you can use instead. I have used that port for all kinds of things on a Galaxy S2 and it worked fine.
API
SL4A provides a port of their android library for each supported language. The library provides an interface to the underlying Android API through a single Android object.
from android import Android
droid = Android()
droid.ttsSpeak('hello world') # example using the text to speech facade
Each language has pretty much the same API. You can even use the JavaScript API inside webviews.
let droid = new Android();
droid.ttsSpeak("hello from js");
User Interfaces
For user interfaces, you have three options:
You can easily use the generic, native dialogues and menus through the
API. This is good for confirmation dialogues and other basic user inputs.
You can also open a webview from inside a Python script, then use HTML5
for the user interface. When you use webviews from Python, you can pass
messages back and forth, between the webview and the Python process that
spawned it. The UI will not be native, but it is still a good option to
have.
There is some support for native Android user interfaces, but I am not
sure how well it works; I just haven't ever used it.
You can mix options, so you can have a webview for the main interface, and still use native dialogues.
QPython
There is a third party project named QPython. It builds on SL4A, and throws in some other useful stuff.
QPython gives you a nicer UI to manage your installation, and includes a little, touchscreen code editor, a Python shell, and a PIP shell for package management. They also have a Python 3 port. Both versions are available from the Play Store, free of charge. QPython also bundles libraries from a bunch of Python on Android projects, including Kivy, so it is not just SL4A.
Note that QPython still develop their fork of SL4A (though, not much to be honest). The main SL4A project itself is pretty much dead.
Useful Links
SL4A Project (now on GitHub): https://github.com/damonkohler/sl4a
SL4A Python 3 Port: https://code.google.com/p/python-for-android/wiki/Python3
QPython Project: http://qpython.com
Learn SL4A (Tutorialspoint): https://www.tutorialspoint.com/sl4a/index.htm
Cross-Compilation & Ignifuga
My blog has instructions and a patch for cross compiling Python 2.7.2 for Android.
I've also open sourced Ignifuga, my 2D Game Engine. It's Python/SDL based, and it cross compiles for Android. Even if you don't use it for games, you might get useful ideas from the code or builder utility (named Schafer, after Tim... you know who).
Termux
You can use the Termux app, which provides a POSIX environment for Android, to install Python.
Note that apt install python will install Python3 on Termux. For Python2, you need to use apt install python2.
Some demos: https://www.youtube.com/watch?v=fqqsl72mASE
The GitHub project: https://github.com/termux
Kivy
I wanted to add to what #JohnMudd has written about Kivy. It has been years since the situation he described, and Kivy has evolved substantially.
The biggest selling point of Kivy, in my opinion, is its cross-platform compatibility. You can code and test everything using any desktop environment (Windows/*nix etc.), then package your app for a range of different platforms, including Android, iOS, MacOS and Windows (though apps often lack the native look and feel).
With Kivy's own KV language, you can code and build the GUI interface easily (it's just like Java XML, but rather than TextView etc., KV has its own ui.widgets for a similar translation), which is in my opinion quite easy to adopt.
Currently Buildozer and python-for-android are the most recommended tools to build and package your apps. I have tried them both and can firmly say that they make building Android apps with Python a breeze. Their guides are well documented too.
iOS is another big selling point of Kivy. You can use the same code base with few changes required via kivy-ios Homebrew tools, although Xcode is required for the build, before running on their devices (AFAIK the iOS Simulator in Xcode currently doesn't work for the x86-architecture build). There are also some dependency issues which must be manually compiled and fiddled around with in Xcode to have a successful build, but they wouldn't be too difficult to resolve and people in Kivy Google Group are really helpful too.
With all that being said, users with good Python knowledge should have no problem picking up the basics quickly.
If you are using Kivy for more serious projects, you may find existing modules unsatisfactory. There are some workable solutions though. With the (work in progress) pyjnius for Android, and pyobjus, users can now access Java/Objective-C classes to control some of the native APIs.
Using SL4A (which has already been mentioned by itself in other answers) you can run a full-blown web2py instance (other python web frameworks are likely candidates as well). SL4A doesn't allow you to do native UI components (buttons, scroll bars, and the like), but it does support WebViews. A WebView is basically nothing more than a striped down web browser pointed at a fixed address. I believe the native Gmail app uses a WebView instead of going the regular widget route.
This route would have some interesting features:
In the case of most python web frameworks, you could actually develop and test without using an android device or android emulator.
Whatever Python code you end up writing for the phone could also be put on a public webserver with very little (if any) modification.
You could take advantage of all of the crazy web stuff out there: query, HTML5, CSS3, etc.
Not at the moment and you would be lucky to get Jython to work soon. If you're planning to start your development now you would be better off with just sticking to Java for now on.
QPython
I use the QPython app. It's free and includes a code editor, an interactive interpreter and a package manager, allowing you to create and execute Python programs directly on your device.
Here are some tools listed in official python website
There is an app called QPython3 in playstore which can be used for both editing and running python script.
Playstore link
Another app called Termux in which you can install python using command
pkg install python
Playstore Link
If you want develop apps , there is Python Android Scripting Layer (SL4A) .
The Scripting Layer for Android, SL4A, is an open source application that allows programs written in a range of interpreted languages to run on Android. It also provides a high level API that allows these programs to interact with the Android device, making it easy to do stuff like accessing sensor data, sending an SMS, rendering user interfaces and so on.
You can also check PySide for Android, which is actually Python bindings for the Qt 4.
There's a platform called PyMob where apps can be written purely in Python and the compiler tool-flow (PyMob) converts them in native source codes for various platforms.
Also check python-for-android
python-for-android is an open source build tool to let you package Python code into standalone android APKs. These can be passed around, installed, or uploaded to marketplaces such as the Play Store just like any other Android app. This tool was originally developed for the Kivy cross-platform graphical framework, but now supports multiple bootstraps and can be easily extended to package other types of Python apps for Android.
Try Chaquopy
A Python SDK for Android
Anddd... BeeWare
BeeWare allows you to write your app in Python and release it on multiple platforms. No need to rewrite the app in multiple programming languages. It means no issues with build tools, environments, compatibility, etc.
From the Python for android site:
Python for android is a project to create your own Python distribution including the modules you want, and create an apk including python, libs, and your application.
Chaquopy
Chaquopy is a plugin for Android Studio's Gradle-based build system. It focuses on close integration with the standard Android development tools.
It provides complete APIs to call Java from Python or Python from Java, allowing the developer to use whichever language is best for each component of their app.
It can automatically download PyPI packages and build them into an app, including selected native packages such as NumPy.
It enables full access to all Android APIs from Python, including the native user interface toolkit (example pure-Python activity).
This used to be a commercial product, but it's now free and open-source.
(I am the creator of this product.)
Yet another attempt: https://code.google.com/p/android-python27/
This one embed directly the Python interpretter in your app apk.
You can run your Python code using sl4a. sl4a supports Python, Perl, JRuby, Lua, BeanShell, JavaScript, Tcl, and shell script.
You can learn sl4a Python Examples.
You can use QPython:
It has a Python Console, Editor, as well as Package Management / Installers
http://qpython.com/
It's an open source project with both Python 2 and Python 3 implementations. You can download the source and the Android .apk files directly from github.
QPython 2: https://github.com/qpython-android/qpython/releases
QPython 3: https://github.com/qpython-android/qpython3/releases
Another option if you are looking for 3.4.2 or newer (3.9.6 as of this writing) is this archive on GitHub.
Python3-Android 3.4.2 or Python3-Android 3.9.6
I believe the original archive supports Python 3.4.2, the latest GRRedwings branch support 3.9.6 and the 22b version of the NDK. Older branches support other versions, but are not as easy to compile with docker.
The older version you simply clone the archive, run make and you get the .so or the .a
The newer versions follow the ReadMe, but it uses docker for consistent builds.
I currently use this to run raw Python on android devices. With a couple modifications to the build files you can also make x86 and armeabi 64 bit
Take a look at BeeWare. It has grown significantly. It is awarded with PSF (Python Software Foundation) Education Grant.
Beeware's aim is to be able to create native apps with Python for all supported operating systems, including Android.
Official Website: Beeware
Github Repo: https://github.com/beeware
Didn't see this posted here, but you can do it with Pyside and Qt now that Qt works on Android thanks to Necessitas.
It seems like quite a kludge at the moment but could be a viable route eventually...
http://qt-project.org/wiki/PySide_for_Android_guide
One more option seems to be pyqtdeploy which citing the docs is:
a tool that, in conjunction with other tools provided with Qt, enables
the deployment of PyQt4 and PyQt5 applications written with Python
v2.7 or Python v3.3 or later. It supports deployment to desktop
platforms (Linux, Windows and OS X) and to mobile platforms (iOS and
Android).
According to Deploying PyQt5 application to Android via pyqtdeploy and Qt5 it is actively developed, although it is difficult to find examples of working Android apps or tutorial on how to cross-compile all the required libraries to Android. It is an interesting project to keep in mind though!
Check out enaml-native which takes the react-native concept and applies it to python.
It lets users build apps with native Android widgets and provides APIs to use android and java libraries from python.
It also integrates with android-studio and shares a few of react's nice dev features like code reloading and remote debugging.

How to create a mobile oriented, multiplatform, shared library in Java?

I have a Java application that runs on BlackBerry (JDE 4.5). I want to port this application to Android, and be able to maintain the 2 applications simultaneously. I may also want to port this application to other Java platforms (J2ME ?).
I understand that a good part of the code will have to be specific to each platform (UI and other stuff). But I also feel that a lot of the code could (should) be shared (domain related classes).
What is the best way to achieve this, and what are the pitfalls to avoid?
I have been able so far to create a JAR with all my shared classes, that I have been able to integrate into my BlackBerry application (using preverify and rapc). But:
The JAR is a J2SE library. How can I make sure that it will run (or even compile) on BlackBerry, Android or J2ME?
I am also using a JSON library targeting J2ME (https://github.com/upictec/org.json.me/). This library seems to make use of some kind of preprocessing directives (CLDC, see https://github.com/upictec/org.json.me/blob/master/src/main/java/org/json/me/JSONObject.java#L392). How can I use (or convert) this library using the right preprocessing definitions?
This is likely to be difficult:
As you have already identified, the UI code will have to be different for each platform.
There are major differences between Java SE / Android and Java ME-based platforms. For example, ME doesn't have the Collections framework, or the java.io or java.nio stacks.
It is hard to predict from the information you've provided, but there's a fair chance that you'll spend more time fighting the platform dependencies than you are saving by sharing the code-base.
These days, the biggest stumbling block to sharing code this way is that the BlackBerry VM and Android VM both support different versions of the Java language. BlackBerry uses a subset of Java 1.3, Android uses a subset of Java 1.5. (As an aside, neither platform implements a Java VM, both use their own VMs. Java is used as the programming language. Java bytecodes must be transformed to the appropriate native VM format before they can run on the platform.)
The biggest difference you will find as a library implementor is that the BlackBerry lacks the things that were introduced in 1.5, very important things like generics and enums. Even worse, the Collections classes are missing from the BlackBerry. It is unfortunate, but that is the way it has been for a long time now.
This means that to be truly portable you have to write to the lowest-common denominator, which means using (very) old-style classes like Hashtable and Vector, not having generics, rolling your own enums (as in the 1st edition of Effective Java) and so on.
Or you build two libraries, a modern version for Android and a stripped-down version (with just the bare stuff you need) for the BlackBerry.
Hard to say what`s right for you.
Rather than prepackage your shared library, I would consider sharing the library project and having it as a dependency in your mobile applications' build process. That would allow you to share the code base, but have it built by the appropriate builders for your target devices. With a bit of IDE magic and some attention to detail, you should be able to pick up errors before anything is shipped out.
Alternatively, set up your library project to use two separate builders to pick up errors. That would allow cleaner distribution, but you may run into problems trying to convince your IDE to treat the project as being device specific in order to identify problem areas.
It would be likely that you would end up supporting the lowest common denominator device (cough Blackberry), and forgoing the additional facilities of the more extensive Java implementation on Android.
Unfortunately the answer will be one of experimentation. Try it and see what happens.
The article Porting Android code to BlackBerry has some good detail on how to work with code shared between the two platforms.
it will be very difficult to create shared library for blackberry and android.
if you want simple method, create your application as web app.
using
phonegap with jQtouch

Is there a legitimate, automated, method for deploying Java applications on iOS4?

I'm wondering if there is a standard method for deploying applications originally written in Java, to iOS4 devices.
I assume that the application in original format cannot be deployed - is there perhaps an emulation layer that I can use, or a stable compiler that compiles Java to ObjectiveC?
Option 1:
Use one of several cross compilers, compiling Java to ObjectiveC:
http://www.xmlvm.org/overview/
http://www.flexycore.com/ispectrum-overview.html
Option 2:
Package custom JVM with java application, with restrictions that meet the latest agreement (including no byte-code download capability and no JIT compilation). No JVM specifically designed for the iPhone is currently (Oct 2010) available, though the IKVM might run on top of Monotouch, and Oracle may build a version of the Java SE for the iPhone eventually.
Option 3:
Cross compile Java to one of the existing interpreters that are already accepted on the iPhone (eg, cross compile Java to C# and run the app on monotouch)
With the new current iOS SDK agreement and App store rules, it may be possible for you to embed a Java applet with your own JVM interpreter and runtime engine (but no byte-code download capability and no JIT compilation allowed).
Another seldom mentioned possibility for deploying any non media or graphic intensive networked app, such as many typical Java applets, is to run a customized RDP or VNC viewer on the iPhone and and view a Java app that is being hosted and run remotely.
Mechanically translating some of your code will likely work pending finding a cross compiler / translator. Trying to run a Java based GUI on iPhone is just plain stupid in my opinion. So the smart thing would be to port the GUI by hand.
The problem of course is if the app is mostly GUI you might as well write the whole thing over. Likewise if the app uses APIs that there is not a simple translation for you again might as well rewrite the entire app.
In a nut shell I think Steve J. Was right here, the route you are comtemplating just leads to poor user experiences. It actually makes me wonder why you would even think that a Java based app would be successful on iPhone.

are there java based auto-updating tools other than WebStart & Eclipse P2?

I am working on a java based application and we are looking to ease our deployment of updates. Up until now, we've always simply sent out new install packs & had the sysadmin's on our customer sites roll out the upgrades - painful for a large number of users.
what I'd like to do is something similar to java webstart (or eclipse p2) - when the application starts, it checks for updates in a specified location and then downloads the updates prior to starting.
But here's my problem - I want more control over what's done outside of the scope of plugins & jar files. For example:
I'd like to be able to upate my JVM (we ship a modified version with additional security features).
I need to install DLL's - possibly local to the jar files, sometimes to windows
Occasiontally run MSI's to install windows components (e.g. printer drivers).
I need to modify config files & the registry.
I have found a few applications that support this (such as AppLifeUpdate at http://www.kineticjump.com/) but they tend to be .NET focused and it seems a bit perverse to introduce a .NET dependancy on a java application ;)
I know I could write my own here, but if there is already a 3rd party library out there that supports this kind of facility, then it would make my life a lot easier.
So, has anyone else had a similar problem & knows of some products I could look at?
Thanks, Brian.
I have done similar things but on Linux/Unix, so can't suggest any specific products for Windows. But I always found helpful to either package everything in OS format and distribute everything that way (rpms, debian pkg, Solaris pkg, ...) or have the platform deployed through OS mechanisms and have the application deployed through Java mechanism (Web start).
The reason is that sysadmins typically don't like things that magically update themselves without them knowing or in a way that does not follow standard practices. That is: you can't expect to make your life easier if you are not sure that you are not making their life more difficult...
Also: whatever work I do at the OS level, I do it with OS tools. If on Windows it means using .NET, I would very much consider using that...
Hope this helps!

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