Is 4 GB of RAM necessary windows phone 8 development? - windows-phone

It is mentioned on MSDN page,is the requirement strict?My system has 3 GB of RAM and I am not thinking about upgrading my system's ram anytime soon.
Also can I ignore Visual Studio,Windows phone 8 sdk on the whole if I pick up marmalade sdk as the primary development tool?

As someone who has to estimate system requirements with some regularity, I take minimum system requirements with a grain of salt. The minimum requirements have some padding, because nobody really knows where the edge really is, and as estimators we have to play it safe.
Usually, you can get stuff to run even if you don't meet the minimums.
Note that this doesn't mean that it will run well.
Not sure about Marmalade. You should consider separating these two questions into separate postings.

For successfully developing windows phone application minimum hardware requirement is necessary.

Related

Laravel server hardware requirement

I have developed a Laravel API and looking into picking a server to deploy the project. There is no big business logic running on the server. It's a simple application. But the application will be accessed by ~100 users per second at its peak time. In that case, what parameters of the server should I be looking into for selecting a server (from hardware aspect - RAM, Storage, Processor, etc...)?
API will be used for shop floor time reporting. Every hour (when the hour completes), ~150 users will access the system to report time.
You say you will have 100 users per second, yet you say employees will access it 150 per hour.
While it is likely you can get 100 writes in 30 secs, that's nothing to a modern database.
I would recommend getting the lowest vps package from a hosting provider you like and upgrading to a higher plan if needed.
If you want to run a dedicated server on premises even an office PC with a low end ssd will do the job.
I’m going to round up my estimates because it’s better that you have slightly more then you need then less. Also I’m more used to bigger databases so these estimates may be slightly overkill? But based on my understanding of what you require, they shouldn’t be too excessive , I’ll explain everything aswell so feel free to edit this based on your requirements.
RAM= 150 people? Minimum 10gb. But ram doesn’t come in 10GB and you might aswell go for 16.
Storage? 50GB is a safe bet for small databases and whatnot, feel free to use more or less based on your numbers.
OS requirements. If your app takes up 40gb. Then you do not want only 41gb of space, that will slow everything down.
A good rule of thumb is to reserve 1 GB of RAM for the OS by default, plus an additional 1 GB for each 4 GB between 4-16 and another 1 GB for every 8 GB installed above 16 GB.  What this looks like in a server with 32 GB RAM is 7 GB for your OS, with the remaining 25 GB dedicated for your application.
CPU. Whenever I talk about this people always think it’s not a big deal. It kinda is. The amount of servers that have been bottlenecked by their cpu? Is more then it should be. Now, you said that it’ll be lots of interactions (150) but small ones (just logging hours) therefore cpu cores are what you wanna look at. So just find something within budget that has a fair few cores. Intel Xeon E3 1270 V3 is pretty good for its price I would say. That’s all I can think of right now, don’t hesitate to follow up if I’ve missed anything.
I would recommend taking a look at this aswell:
Choose your version and see if you want to make any motivations based on what’s shown in the official documentation below
https://laravel.com/docs/master/installation

Data usage from any application

I want to read how much data from 3G every app uses. Is this is possible in iOS 5.x ? And in iOS 4.x? My goal is for example:
Maps consumed 3 MB from your data plan
Mail consumed 420 kB from your data plan
etc, etc. Is this possible?
EDIT:
I just found app doing that: Data Man Pro
EDIT 2:
I'm starting a bounty. Extra points goes to the answer that make this clear. I know it is possible (screen from Data Man Pro) and i'm sure the solution is limited. But what is the solution and how to implement this.
These are just hints not a solution. I thought about this many times, but never really started implementing the whole thing.
first of all, you can calculate transferred bytes querying network interfaces, take a look to this SO answer for code and a nice explanation about network interfaces on iOS;
use sysctl or similar system functions to detect which apps are currently running (and for running I mean the process state is set to RUNNING, like the ps or top commands do on OSX. Never tried I just suppose this to be possible on iOS, hoping there are no problems with app running as unprivileged user) so you can deduce which apps are running and save the traffic stats for those apps. Obviously, given the possibility to have applications runnning in background it is hard to determine which app is transferring data.
It also could be possible to retrieve informations about network activity per process/app like nettop does on OSX Lion, unfortunately nettop uses the private framework NetworkStatistics.framework so you can't dig something out it's implementation;
take into account time;
My 2 cents
No, all applications in iOS are sandboxed, meaning you cannot access anything outside of the application. I do not believe this is possible. Neither do I believe data-traffic is saved on this level on the device, hence apple would have implemented it in either the network page or the usage page in Settings.app.
Besides that, not everybody has a "data-plan". E.g. in Sweden its common that data-traffic is free of charge without limit in either size or speed.

How to estimate size of Windows CE run-time image

I am developing an application, and need to estimate how much resources (RAM and ROM) it will need to run on a device. I have been looking online, but couldn't find any good tip on how to do this.
The system in question is an industrial system. The application itself will need to have a .NET Compact framework, and following components besides Windows CE Core: SYSGEN_HTTPD (Web Server), SYSGEN_ATL (Active Template Libraries), SYSGEN_SOAPTK_SERVER (SOAP Server), SYSGEN_MSXML_HTTP (XML/HTTP), SYSGEN_CPP_EH_AND_RTTI (Exception Handling and Runtime Type Information).
Tx
There really is not way to estimate this, becasue application behavior and code can have wildly different requirements. Something that does image manipulation is going to likely require more RAM than a simple HMI, but even two graphical apps that do the same thing could be vastly different based on how image algorithms and buffer sizes are set up.
The only way to greally get an idea is to actually run the application and see what the footprint looks like. I would guess that you're going to want a BOM that includes at least 64MB or RAM and 32MB of flash at a bare minimum. Depending on the app, I'd probably ask for 128MB of RAM. Flash would greatly depend on what the app needs to do.
Since you are specifying core OS components and since I assume you can estimate your own application's resources, I assume you ask for an estimation of the OS as a whole.
The simplest way to have an approximation is to build an emulator image (CE6 has an arm one) and it should give you a sense. The difference with the final image will be with the size of the drivers for the actual platform you will use.

Which version of OpenGL/Direct3D should I target for optimum compatibility? [closed]

Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 5 years ago.
Improve this question
When we develop web pages we can broadly work out which browsers to support based on market share.
When we develop in .NET we can broadly work out which .NET version to develop for based on which Windows versions have it installed.
But when developing OpenGL or Direct3D applications, how do we know which video cards people (I mean "people" as opposed to "hard core gamers" or "companies using CAD" :P) are using? Are there statistics on such things? Is there some common logic that people use to work out what version to support? Just as most companies have supported (perhaps until just recently) a minimum of IE6 in web pages, is there a general consensus to support a minimum of, say, OpenGL 1.5, or DirectX 8 or something?
I note that we can find out which specific video cards support which versions of these APIs, but how do we know which video cards people are actually using, is there any kind of research on this?
N.B. I'm more interested in OpenGL because that's what I'm using, but I mention Direct3D because I assume the same problem applies.
Market fragmentation for 3d hardware has always been a huge problem. There is no simple answer.
You need to define who your uses are. Is this a casual-oriented game that you intend to sell to people who haven't updated their computer in years? Is this a business application that is aimed at workstation-grade hardware? Are you just looking for an average middle-of-the-road game-buyer? Is this something simpler than a game like a screensaver that you plan to sell to people who don't buy games at all? Do you need to support laptops? Netbooks?
The market fragmentation is considerably worse with OpenGL than it is with DirectX. The official standard requirements from the Khronos Group are all well and good. But the hardware vendors tend to be very slow to update their drivers to match the standard. Many features are required by the GL spec, but are only implemented in a fallback software path that is absolutely unusable in commercial software. The new OpenGL 3.1 spec tries to improve this situation by removing support for most older, poorly supported features. But if you need to support hardware more than a couple years old (or most modern Intel integrated GPUs) then GL 3.1 would be aiming too high.
A good place to start for general hardware usage stas among game purchasers is the Steam Hardware Survey ( http://store.steampowered.com/hwsurvey ). Steam is the most popular digital game distribution service that covers a variety of games from casual to core. They reset the numbers periodically to keep it current. Last year they reported that they had 25 million active users, so the sample population is pretty good.
So you probably need to narrow your target customer group down more. I would recommend picking some recent competing applications that you consider to have a similar customer base to yours and basing your target hardware around what they require.
OpenGL 2.1 is a good bet. The newer OpenGL 3 doesn't offer that much more functionality. You have to check for the availability of all of the OpenGL extension anyway,so you don't loose much by sticking with 2.1.
For DirectX: Use DirectX 9c. That is the latest version that still runs on WindowsXP. Drivers are stable and very mature. DirectX 10 offers more functionality but you will lock out the user-base that still runs WindowsXP.
About compatibility for non-gamers: Graphic cards that don't support these APIs (at least to a usable degree) have died out more than five years ago. Given the typical life-cycle of a PC you can be almost sure noone will have problems.
If any user complains that the software doesn't run on his 10 year old matrox-parhelia card he should just buy the cheapest graphic card he can get. It will run much faster and will cost a fraction of the software.
It depends on the timeframe of the project on the DirectX side.
If the project is to be ready in months, then follow the advice from Nils.
IF the time is over a year, I would reconsider limiting to DirectX9 as the XP machines are getting lesser and lesser with the time. DirectX11 would be a good idea, especially with retrocompatibility till feature level 9.0.

Windows presentation layer using c# and .net hardware requirements

All,
If I were to develop a kiosk app using Windows presentation foundation, c# and .net, what hardware requirements would I need. I plan on making it a standalone desktop app. It would contain images, and about 1-2 minutes of video. What kind of CPU (pentium, dual-core, what clock speed, graphic card?, memory? )
What if I made the kiosk a web app? What hardware requirements would I need?
Thanks,
Rohit
Not the exact answer, but I would go with the cheapest actual PC configuration. Your software will probably run on an actual 300$ budget PC.
If you need more proof and want to go with older PC. Test it on a relative PC, I'm sure you could find someone with a P4. ;-) Else just buy one used (probably for 50$).