Thanks in advance,
For those familiar with IOS, I was wondering if it's possible to program it to exceed the brightness limit, and if so is it legal/safe. Thanks again.
Jon
Without altering hardware or possibly going deeper into the root system it is not going to be possible. The limits are set as they are for safety reasons by Apple themselves or hardware limitations (if they could make it brighter they likely would). However, legally you are free to try and increase the brightness all you want, it will just void your warranty.
Related
I want to know what are all the factors that affect malloc behavior (or other allocation functions).
Things I know:
The vm.overcommit_memory variable.
Setting limits for malloc size.
32/64 bit platform.
Thing I assume matter:
Different kernel versions?
How the OS handles swapping?
And the OS itself?
Please correct me if I am wrong and if you know something else please comment down below.
The swapfile size, found in / affects allocation.
I have an iOS app and we have a regular tracking network update which is using alot of power. We are looking for various ways of reducing this. Is it possible to power down netowrking hardware quicker? as in decrease the additional period of time they are turned on in anticipation of more work ?
Thanks
Feras A.
The question is already quite direct and short:
Can the Hololens be used as a virtual reality glasses?
Sorry beforehand if the question is clear for those who have tried them out, but I had not yet the chance.
From what I read I know that they have been designed to be a very good augmented reality tool. This approach is clear for everybody.
Just thinking that may be applications where you simply don't want the user to have any spatial contact with the reality for some moments, or others where you want the user to forget in the complete experience about were s-he is, then a complete environment should be shown as we are used to with the virtual reality glasses.
How are the Hololens ready for this? I think there are two key sub-questions that may be answered for this:
How solid are the holograms?
Does the screen where holograms can be placed covers the complete view?
As others already pointed out, this is a solid No due to the limited viewing window.
Apart from that, the current hardware capabilities of the Hololens is not capable of providing a full immersive experience. You can check the specifications here.
As of now, when the environment is populated with more than a few holograms (depends on the triangle count of each hologram) the device's fps count drops and a certain lag is visible. I'm sure more processing power would be added to the device in future versions, but as of right now, with the current power of the device, I seriously doubt its capabilities to populate an entire environment to give a fully immersive experience.
1) The holograms quality is defined by the following specs:
- Holographic Resolution: 2.3M total light points
- Holographic Density: 2.5k light points per radian
It is worth to say that Microsoft holograms disappear under a certain distance indicated here in 0.85m
Personal note: in the past I worked also on Google Project Tango and I can tell you from these personal experiences that the stability of Microsoft holograms is absolutely superior. Also, the holograms are kept once the device is turned off, so if you place something and you reboot the device you will find them again where you left them, without the need to restart from scratch
2) Absolutely not: "[The field of view] amounts to the size of a monitor in front of you – equivalent to 15 inches" as stated here. And it will not be addressed as reported also here. So if the holograms size exceeds this space they will be shown partially [i.e. cut]. Moreover the surrounding environment is always visible because the device purpose is interacting with the real environment adding another layer on top
Hololens is not intended to be a VR rig, there is no complete immersion that I am aware of, yes you can have solid holograms, but you can always see the real world.
VR is related with substituting the real world that is why VR goggles are always blind. HoloLens are type of see-through so you can see the hologram and the real world. There are created for augmented reality where you augment the real world. That is why you can't use HoloLens for VR purpous
Actually my initial question is: can the Hololens be used AS WELL for VR applications?
No is the answer because of its small window (equivalent to 15'' screen) where the holograms can be placed to.
I am sure this will evolve sooner or later in order to improve the AR experience. As soon as the screen does not cover toe complete view VR won't be possible with the Hololens.
The small FOV is a problem for total immersion, but there is an app for HoloLens called HoloTour, which is VR (with a few AR scenes in the beginning). In the game, the user can travel to Rome and Peru. While you can still see through the holograms, in my personal experience, people playing it will really get into it and will forget about the limitations. After a scene or two, they feel immersed. So while it certainly isn't as good at VR as a machine designed for that, it is capable, and it is still typically enjoyable to the users. There are quite a few measures to prevent nausea in the users (I can use mine for hours at a time with no problem) so I would actually prefer it to poorer VR implementations, such as a GearVR (which made me sick after 10 minutes of use!). Surely a larger FOV is in the works, so this will be less of a limitation in future releases.
I would like to have an idea of the "network quality" from my app to adapt the user experience.
I know that it is possible to know if connection is WIFI or WWAN (EDGE/3G)... but it seems not possible to make the difference between 3G and edge...
My idea is to "test the connection" by computing latency and download rate.
Before make the library myself, is thee available library for that ?
Of course I need to use "official solution" without using private APIs...
There's no lib AFAIK, because it's a very complex problem. If you were to only calculate the download speed, how would you compare this to the app responsiveness ? The latter is eventually what is important to the user; download speed is only one factor in a more complex equation. Also, how would you react to temporary network disruptions or slugginess ? (fairly common on Mobile network), they do not necessarily imply a fallback onto lighter images..
It's a pandora's box in my view. I'd tend to design an app for the worst case scenario if I were you. Small images, compatible with good view quality, and bullet proof user-notifications when the ISO stack says that something went wrong (timeout, wrong url, no response from server etc...), meaningful transitions from low pic to high pic res, ability to cancel an ongoing request, progress bars etc..
When the user is notified about what's going on, he/she will avoid/understand edge cases situations, and will not blame on the app if something goes wrong.
Now, if you want to address the app performance paradigm, I've started to look into https://newrelic.com/docs/site/apdex (I have no stake into their business, it's provided as an option with my MBaas). Seems there are good things, but I haven't integrated any of their features yet.
good luck !
I am looking for some advice on memory usage on mobile devices, BlackBerry in particular. Using some profiling tools we have calculated a working set size in RAM of 525kb. Problem is we don't really know whether this is acceptable or too high ?
Can anyone give any insight into their own experience with memory usage on BlackBerry? What sort of number should we be aiming for?
I am also wondering what sort of things we should be looking out for in particular to reduce memory usage.
512KB is perfectly acceptable on the current generation of BlackBerrys devices. You can take a look at JBenchmark to see the exact JVM heap you can expect for each model, but none of the current devices out there go below 20MB of heap. Most are much larger than that.
On JBenchmark you can choose the device you are interested from a drop down on the right side of the page. Then, navigate to the JVM Tab for the device.
When it comes to reducing memory usage I wouldn't worry about the total bytes used for this application if you are truly inline with 525K, just about how often allocation/reallocation is required. Try to pool/reuse objects as much as possible, avoiding any unneeded allocation. For instance, use the StringBuffer class to concatenate strings instead of operators as multiple String objects will be created for each concatenation using the operator, where a StringBuffer will just put the characters in an array and only expand when needed. Google is a good way to find more tips.
Finally, relying on profiling tools, which the BlackBerry JDE has, is a very important part of understanding exactly how you can optimize heap memory usage.
If I'm not mistaken, Blackberry apps are written in Java... which is a managed environment, which means really the only surefire way to use less memory is to create fewer objects. There's not a whole lot you can do about your working set, I think, since it's managed by the runtime (which is actually probably the point of using Java on devices like this).