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The Android platform used for mobile devices can be applied to embedded systems, such as robot control systems. Developers should create applications by using Java language provided by Android SDK for embedded systems operated via Android platforms. However, in many existing embedded systems, developers have written applications for controlling the system by using C language. Android NDK makes it possible for developers to easily reuse such legacy code written in C/C++ languages. In this paper, we show the difference in terms of performance between an Android application using native code library from C source and an Android application using the same algorithm written in Java language only. We conducted an experiment on five parts: JNI communication delay, integer calculation, floating-point calculation, memory access algorithm, and heap memory allocation algorithm. This paper presents a guideline for an effective way to use native code libraries in Android applications.
Characterizing Failures in Mobile OSes: A Case Study with Android and Symbian
As smart phones grow in popularity, manufacturers are in a race to pack an increasingly rich set of features into these tiny devices. This brings additional complexity in the system software that has to fit within the constraints of the devices (chiefly memory, stable storage, and power consumption) and hence, new bugs are revealed. How this
evolution of smartphones impacts their reliability is a question that has been largely unexplored till now. With the release of open source OSes for hand-held devices, such as, Android (open sourced in October 2008) and Symbian (open sourced in February 2010), we are now in a position to explore the above question. In this paper, we analyze the reported cases of failures of Android and Symbian based on bug reports posted by third-party developers and end users and documentation of bug fixes from Android developers. First, based on 628 developer reports, our study looks into the manifestation of failures in different modules of Android and their characteristics, such as, their persistence and dependence on environment. Next, we analyze similar properties of Symbian bugs based on 153 failure reports. Our study indicates that Development Tools, Web Browsers, and Multimedia applications are most error-prone in both these systems. We further analyze 233 bug fixes for Android and categorized the different types of code modifications required for the fixes. The analysis shows that 77% of errors required minor code changes, with the largest share of these coming from modifications to attribute values and conditions. Our final analysis focuses on the relation between customizability, code complexity, and reliability in Android and Symbian. We find that despite high cyclomatic complexity, the bug densities in Android and Symbian are surprisingly low. However, the support for customizability does impact the reliability of mobile OSes and there are cautionary tales for their further development.
enables multiple user Android applications on cloud server via network. Though Android is mainly designed for physical smartphone, Android's two other features are useful to construct a server platform. Android is open-source product and runs on an 86 CPU. We show three types of multi-tenant architecture for an Android server platform and discuss the direction to take to it reality.
The design and the development of the PKM based on the Android platform
The article first makes an intenstive research to the next-generation mobile application platform which is Android to determine the feasbi-asbitilty that the PKM technology can be developed in the platform of Android. Then it introduces the building process, the development process and the development tools of the Android platform, which includes JAVA and the database. After that it proposes the model of the PKM which is based on the Android platform and published with the Andriod development packages and JAVA techno-ology finally. In addition, the availability of the PKM based on the Android platform is demonstrated in a simulated environment.
A Heuristic Buffer Management Scheme on Android to Enhance Video Quality on Digital Handheld Devices
Most research efforts have concentrated on advancement in video compression techniques resulting in DivX/Xvid codecs for better performance on handheld devices. Initial investigations reveal that these techniques are actually taking less time compared to entire execution time in a typical media playback system. However, it enlists that the buffer management methods employed in multimedia framework can significantly impact the overall end-to-end performance on these resource constrained devices. Motivated by these observations, we present a heuristic buffer management scheme to improve end-to-end performance for Android based devices. The outline of the paper is as follows: Firstly, we discuss few related works to investigate existing buffer management methods used within Packet Video Multimedia framework (PVMF) of Android. Secondly, we describe how buffering schemes used between processors in hardware platform can further contribute to the performance bottleneck. Consequently, a heuristic buffer management scheme is proposed to ensure uniform buffer allocation among PVMF components and between processor-coprocessor of the hardware platform. We point out the need for such a mechanism to synchronize media processing and media controlling elements to alleviate video quality in a constant time factor. To validate our approach, an experiment was performed using the said buffer management technique to playback Xvid content on Zoom2 hardware platform based on Android. We summarize the performance characteristics for the trial experiments conducted. Experimental results lead us to conclude the technique is effective at improving overall system performance significantly. We extend to benchmark the performance achieved to further characterize this method. Finally, we also evaluate the tradeoff between memory and performance using our method with combinations of measurements using our experimental setup.
*A Self-Configurable New Generation Children Tracking System Based on Mobile Ad Hoc Networks Consisting of Android Mobile Terminals
Hiroshima City Children Tracking System is a safety support system for children based on ad hoc network technologies. Field experiments have been conducted in cooperation with an elementary school in Hiroshima. In this paper, we propose a new generation children tracking system which is based on experiences and findings of the field experiments for Hiroshima City Children Tracking System. Our proposed system consists of Android terminals which has Wireless LAN device and Bluetooth device with the ad hoc communication function. Our system manages groups of Android terminals using Autonomous Clustering technique. In this paper, we show the system requirements for our children tracking system and describe the implementation features to satisfy the system requirements. Finally, we provide some preliminary implemented results for our proposed system.
Cloud Computing provides functionality for managing information data in a distributed, ubiquitous and pervasive manner supporting several platforms, systems and applications. This work presents the implementation of a mobile system that enables electronic healthcare data storage, update and retrieval using Cloud Computing. The mobile application is developed using Google's Android operating system and provides management of patient health records and medical images (supporting DICOM format and JPEG2000 coding). The developed system has been evaluated using the Amazon's S3 cloud service. This article summarizes the implementation details and presents initial results of the system in practice.
A new ubiquitous information agent system for cloud computing - Example on GPS and Bluetooth techniques in Google Android platform
This paper preliminarily proposed a new ubiquitous information agent system with the GPS and Bluetooth techniques in the Google Android platform and related interaction diagrams with OntoIAS in cloud computing environments. The system prototype can also reveal the feasibility of the system architecture proposed in this paper.
demonstrate how this technology could be used for entertainment purposes, we have devised a treasure hunt application for mobile users based on our FTP4Android.
placed in vehicle and with accelerometer and orientation sensor. A program installed on the mobile phone computes accelerations based on sensor readings, and compares them with typical drunk driving patterns extracted from real driving tests. Once any evidence of drunk driving is present, the mobile phone will automatically alert the driver or call the police for help well before accident actually happens. We implement the detection system on Android G1 phone and have it tested with different kinds of driving behaviors. The results show that the system achieves high accuracy and energy efficiency.
*Design and implementation of SIP-based mobile VoIP application for multiple smartphone OS
As SIP (Session Initiation Protocol) has been adapted as a main session control protocols for major SDOs, the volume of Internet telephony has been increased remarkably. Furthermore, the need of VoIP has been extended to the mobile Internet. There are three major smartphone OS; iOS, Android, Windows Mobile. Hence, it is required to implement SIP-based Internet telephony applications to each smartphone OS. This paper presents an experiences on implementing SIP-based mVoIP applications for multiple smartphone OS such as iOS, Android, Windows Mobile.