Best way to send 10,000 doubles over HTTP - iphone

I have a client application (iPhone) that collects 10,000 doubles. I'd like to send this double array over HTTP to an appengine server (java). I'm looking for the best way to do this.
Best can be defined as some combination of ease of programming and compactness of representation as the amount of data can be quite high.
My current idea is that I will convert the entire array of doubles to a string representation and send that as a POST parameter, on the server parse the string and convert back to a double array. Seems inefficient though...
Thanks!

I think you kind of answered your own question :) The big thing to beware of is differences between the floating point representation on the device and the server. These days they're both going to be little-endian, (mostly) IEEE-754 compliant. However, there can still be some subtle differences in implementation that might bite, e.g handling of denormals and infinities, but you can likely get away with ignoring them. I seem to recall a few of the edge cases in NEON (used in the iPhone's Cortex A-8) aren't handled the same as x86.
If you do send as a string, you'll end up with a decimal and binary conversion between, and potentially lose accuracy. This isn't that inefficient, though - it's only 10,000 numbers. Unless you're expecting thousands of devices pumping this data at your server non-stop.
If you'd like some efficiency in the wire transfer and on the device side, then one approach is to just send the doubles in their raw binary form. On the server, reparse them to a doubles (Double.longBitsToDouble). Make sure you get the endian-ness right when you grab the data as longs (it'll be fairly obvious when it's wrong).

I guess that there are lots and lots of different ways to do this. If it were me I would probably just serialize to an array of bytes and then base64 encode it, most other mechanisms will significantly increase the volume of data being passed.

10k doubles is 80k binary bytes is about 107k or so characters base64 encoded. Or 3 doubles is 24 binary bytes is 32 base64 characters. There's tons of base64 conversion example source code available.
This is far preferable to any decimal representation conversions, since the decimal conversion is slower and, worse, potentially lossy.

json
for iphone encode with yajl-obj-c
and for java read with jsonarray

If you have a working method, and you haven't identified a performance problem, then the method you have now is just fine.
Don't go trying to find a better way to do it unless you know it doesn't meet your needs.
On inspection it seems that on the java side, a double (64 bytes) will be about 4 characters (16 bytes * 4). Now, when I think of your average double, let's say 10 digits and a decimal point, plus some delimiter like a space of semicolon, you're looking at about 12 characters per decimal. That's only 3x as much.
So you originally had 80k of data, and now you have 240k of data. Is that really that much of a difference?

Related

Binary integral data compression

I need to transmit integral data types over the network but don't want to transfer all 32 (or 64) bits all the time - data fits into just one byte 99% of time - so it looks like it's need to compress it somehow: for example first bit of a byte is 0 if other 7 bits means just some value (0-127), otherwise (if first byte is 1) it's need to shift these 7 bytes left and read second byte to do the same process.
Is there some common way to do this? I don't want to reinvent a wheel...
Thank you.
The scheme you describe (which is essentially a base-128 encoding: each byte is a 7-bit base-128 "digit" and a single bit flag to indicate whether or not it is the final digit) is a common way of doing this.
For example, see:
the section on "LEB128" in the DWARF spec (ยง7.6);
"Base 128 Varints" in Google's protocol buffers;
"Variable Width Integers" in the LLVM bitcode format (various different widths are used in various different places there).
Just about any data compression algorithm would be able to compress that kind of data stream very well. Use whatever compression libraries your language provides.

Are there any real-world uses for converting numbers between different bases?

I know that we need to convert decimal, octal, and hexadecimal into binary, but I am confused about conversion of decimal to octal or octal to hexadecimal or decimal to hexadecimal.
Why and where we need these types of conversion?
Different bases are good for different purposes.
Decimal is obviously what most people know how to deal with, so is good for output of real quantities to end users.
Hex is short and has an even ratio of exactly 2 characters per byte, so it's good for expressing large numbers like SHA1 hashes or private keys and the like in a type-able format, particularly since those numbers don't really represent a quantity, so users don't need to be able to understand them as numbers.
Octal is mostly for legacy reasons -- UNIX file permission codes are traditionally expressed as octal numbers, for example, because three bits per digit corresponds nicely to the three bits per user-category of the UNIX permission encoding scheme.
One sometimes will want to use numbers in one base for a purpose where another base is desired. Thus, the various conversion functions available. In truth, however, my experience is that in practice you almost never convert from one base to another much, except to convert numbers from some non-binary base into binary (in the form of your language of choice's native integral type) and back out into whatever base you need to output. Most of the time one goes from one non-binary base to another is when learning about bases and getting a feel for what numbers in different bases look like, or when debugging using hexadecimal output. Even then, if a computer does it the main method is to convert to binary and then back out, because current computers are just inherently good at dealing with base-2 numbers and not-so-good at anything else.
One important place you see numbers actually stored and operated on in decimal is in some financial applications or others where it's important that "number-of-decimal-place" level precision be preserved. Sometimes fixed-point arithmetic can work for currency, but not always, and if it doesn't using binary-floating-point is a bad idea. Older systems actually had built in support for this in the form of binary-coded-decimal arithmetic. In BCD, each 4 bits acts as a decimal digit, so you give up a chunk of every 4 bits of storage in exchange for maintaining your level of precision in the base-of-choice of the non-computing world.
Oddly enough, there is one common use case for other bases that's a bit hidden. Modern languages with large number support (e.g. Python 2.x's long type or Java's BigInteger and BigDecimal type) will usually store the numbers internally in an array with each element being a digit in some base. Then they implement the math they support on strings of digits of that base. Really efficient bigint implementations may actually use use a base approaching 2^(bits in machine native word size); a base 2^64 number is obviously impossible to usefully output in that form, but doing the calculations in chunks of that size ends up making the best use of space and the CPU. (I don't know if that's the best base; it may be best to use a base of half that number of bits to simplify overflow handling from one digit to the next. It's been awhile since I wrote my own bigint and I never implemented the faster/more-complicated versions of multiplication and division.)
MIME uses hexadecimal system for Quoted Printable encoding (e.g. mail subject in Unicode) abd 64-based system for Base64 encoding.
If your workplace is stuck in IPv4 CIDR - you'll be doing quite a lot of bin -> hex -> decimal conversions managing most of the networking equipment until you get them memorized (or just use some random, simple tool).
Even that usage is a bit few-and-far-between - most businesses just adopt the lazy "/24 everything" approach.
If you do a lot of graphics work - there's the chance you'll want to convert colors between systems and need to convert from hex -> dec... most tools have this built in to the color picker, though.
I suppose there's no practical reason to be able to do other than it's really simple and there's no point not learning how to do it. :)
... unless, for some reason, you're trying to do mantissa binary math in your head.
All of these bases have their uses. Hexadecimal in particular is useful as a shorthand for binary. Every hexadecimal digit is equivalent to 4 bits, so you can write a full 32-bit value as a string of 8 hex digits. Likewise, octal digits are equivalent to 3 bits, and are used frequently as a shorthand for things like Unix file permissions (777 = set read, write, execute bits for user/group/other).
No one base is special--they all have their (obscure) uses. Decimal is special to us because it reflects human experience (10 fingers) but that's really the only reason.
A real world use case: a program prints error code in decimal, to get info from a database or the internet you need the hexadecimal format, because the bits of the error 'number' convey extra info you need to look at it in binary.
I'm there are occasional uses for this. One use case would be a little app that allows user who wants to convert decimal to octal ... like you can with lots of calculators.
But I'm not sure I understand the point of the question. Standard libraries typically don't provide methods like String toOctal(String decimal). Instead, you would normally convert from a decimal String to a primitive integer and then from the primitive integer to (say) an octal String.

Space-saving character encoding for japanese?

In my opinion a common problem: character encoding in combination with a bitmap-font. Most multi-language encodings have an huge space between different character types and even a lot of unused code points there. So if I want to use them I waste a lot of memory (not only for saving multi-byte text - i mean specially for spaces in my bitmap-font) - and VRAM is mostly really valuable... So the only reasonable thing seems to be: Using an custom mapping on my texture for i.e. UTF-8 characters (so that no space is waste). BUT: This effort seems to be same with use an own proprietary character encoding (so also own order of characters in my texture). In my specially case I got texture space for 4096 different characters and need characters to display latin languages as well as japanese (its a mess with utf-8 that only support generall cjk codepages). Had somebody ever a similiar problem (I really wonder, if not)? If theres already any approach?
Edit: The same Problem is described here http://www.tonypottier.info/Unicode_And_Japanese_Kanji/ but it doesnt provide an real solution how to save these bitmapfont mappings to utf-8 space efficent. So any further help is welcome!
Edit2:
Thank you very much for your answer. Im sorry, that my problem wasn't clear enough described.
What I really want to solve, is: The CJK Unicode range is over 20000 characters. But only a subset of around 2000 characters are necessary to display japanese text properly. These characteres are spreaded in range from U+4E00 to U+9FA5. So I need to transform these Unicode Codepoints (only the 2000 for japanese) somehow to the coordinates of my created texture (where I can order the characters also like I want).
i.e. U+4E03 is a japanese character, but U+4E04, U+4E05, U+4E06 is not. Then U+4E07 is a japanese character as well. So the easiest solution, I can see: after character U+4E03 leave three spaces in my texture (or write the not necessary characters U+4E04, U+4E05, U+4E06 there) and then write U+4E07. But this would waste soo much texture space (20000 characters, even if only 2000 are necessary). So I want to be able to put in my texture only: "...U+4E03, U+4E07...". But I have no idea how to write my displayText function then - because I cant know where are the texture coordinates of the glyph I want to display. There would be a hashmap or something like this necessary, but I have no idea how to store these data (it would be a mess to write for every character something like ...{U+4E03, 128}, {U+4E07, 129}... to fill the hasmap).
To the questions:
1) No specific format - so I will write the displayText function by myself.
2) No reason against unicode - its only that CJK range problem for my bitmapfont.
3) I think, thats generally plattform & language independent, but in my case Im using C++ with OpenGL on Mac OS X/iOS.
Thank you very much for your help! If you have any further idea for this, it would really help me a lot!
What is the real problem you want to solve?
Is it that a UTF-8 encoded string occupies three bytes per character? If yes, switch to UTF-16. Otherwise don't blame UTF-8. (Explanation: UTF-8 is just an algorithm to convert a sequence of integers to a sequence of bytes. It has nothing to do with the grouping of characters in codepages. That in turn is what Unicode code points are for.)
Is it that the Unicode code points are distributed over many "codepages" (where a "codepage" means a block of 256 adjacent Unicode code points)? If yes, invent a mapping from the Unicode code points (0x000000 - 0x10FFFF) to a smaller set of integers. In terms of memory this should cost no more than 4 bytes times the number of characters you really need. The lookup time would be approximately 24 memory accesses, 24 integer comparisons and 24 branch instructions. (In fact, this would be a binary search in a tree map.) And if that's too expensive you could use a mapping based on a hash table.
Is it something else? Then please give us some examples, to better understand your problem.
As far as I understand it you should probably write a small utility program that takes as input a set of Unicode code points that you want to use in your application and then generates The code and data for displaying texts. This raises the questions:
Do you have to use a specific bitmap font format or will you write the displayText function yourself?
Is there any reason against using Unicode for all strings and to convert them to your bitmap-optimized encoding just for the time when you render text? The encoding conversion would of course be internal to the displayText method and not visible to the normal application code.
Just out of interest: Is the problem specific to a certain programming language or environment?
Update:
I am assuming that your main problem is some function like this:
Rectangle position(int codepoint)
If I had to do this, I would start by having one bitmap for each character. The bitmap's file name would be the codepoint, so that the "big picture" can be regenerated easily, just in case you find some more characters you need. The preparation consists of the following steps:
Load all the bitmaps and determine their dimensions. The result of this step is a map from integers to (width, height) pairs.
Compute a good layout for the character images in the big picture and remember where each character was placed. Save the big picture. Save the mapping from codepoints to (x, y, width, height) to another file. This can be a text file, or if you don't have disk space, a binary file. The details don't matter.
The displayText function would then work as follows:
void displayText(int x, int y, String s) {
for (char c : s.toCharArray()) { // TODO: handle code points correctly
int codepoint = c;
Rectangle position = positions.get(codepoint);
if (position != null) {
// draw bitmap
x += position.width;
}
}
}
Map<Integer, Rectangle> positions = loadPositionsFromFile();
Now the only problem that is left is how this map can be represented in memory using as little memory as possible, and still be fast enough. That, of course, depends on your programming language.
The in-memory representation could be a few arrays that contain x, y, width, height. For each element, a 16 bit integer should be enough. And probably you only need 8 bits for width and height anyway. Another array would then map the codepoint to the index into positionData (or some special value if the codepoint is not available). This would be an array of 20000 16 bit integers, so in summary you have:
2000 * (2 + 2 + 1 + 1) = 12000 bytes for positionX, positionY, positionWidth and positionHeight
20000 * 2 = 40000 bytes for codepointToIndexInPositionArrays, if you use an array instead of a map.
Compared to the size of the bitmap itself, this should be small enough. And since the arrays don't change they can be in read-only memory.
I believe the most efficient (lossless) method for encoding this data will be to use a Huffman encoding to store your document information. This is a classic information theory problem. You will need to perform a mapping to go from your compressed space to your character space.
This technique will compress your document as efficiently as possible, based on character frequency per document (or whatever domain/documents you choose to apply it to). Only the characters you use will be stored, and they will be stored in an efficient manner directly proportional to how often they are used.
I think the best way for you to solve this problem is to use an existing implementation (UTF16, UTF8...) This will be much less error prone than implementing your own Huffman coding in order to save a little bit of space. Disk space and bandwidth is cheap, errors that anger customers or managers are not. It is my belief that a Huffman encoding will theoretically be the most efficient (lossless) encoding possible, but not the most practical for this application. Check out the link though, this might help with some of these concepts.
-Brian J. Stinar-
UTF-8 is usually a very efficient encoding. If your application focuses primarily on Asia and other regions with multi-byte character sets, you may benefit more from using UTF-16. You could of course write your own encoding, but it won't save yo that much data and it will provide you with a lot of work.
If you really need to compact your data (and I wonder if and why) you could best use some algorithm to compress you UTF data. Most algorithms work more efficient on larger blocks of data, but there are also algorithms for compressing small chunks of text. I think you will save yourself a lot of time if you explore these instead of defining your own encoding.
The paper is pretty much obsolete, it isn't 1980 any more, scrounging bits is not a requirement of almost any display application. When developing an application, e.g. the iPhone you have to plan for l10n across multiple languages so saving a few bits for just Japanese is a bit pointless.
Japan is still on Shift-JIS because like China with GB18030, Hong Kong with BIG5, etc, they have a big, stable, and efficient resource pool already locked into locale encodings. Migrating to Unicode requires re-writing a significant amount of framework tools and the additional testing that ensues.
If you look at the iPod it saves bits by only supporting Latin, Chinese, Japanese, and Korean, skipping Thai and other scripts. As memory prices and dropped and storage increased with the iPhone Apple have been able to add support for more scripts.
UTF-8 is the way to save space, use UTF-8 for storage and convert to UCS-2 or higher for more convenient manipulation and display. The differences between Shift-JIS and Unicode are really pretty minor.
Chinese alone has more than 4096 characters, and I'm not talking punctuation, but characters that are used to form words. From Wikipedia:
The number of Chinese characters contained in the Kangxi dictionary is approximately 47,035, although a large number of these are rarely used variants accumulated throughout history.
Even though many of those are rarely used, even if 90% weren't needed you'd still exhaust your quota. (I think the actual number used in modern text is somewhere around 10 - 20k.)
If you know in advance which characters you'll need to use your best bet may be to create an indirection table of Unicode codepoints to indexes into your texture. Then you only have to put as many characters in your texture as you'll actually use. I believe Flash (and some PDFs) do something like this internally.
You could use multiple bitmaps and load them on demand, instead of a single bitmap that tries to encompass all possible characters.

array data compression that is holding 13268 bits(1.66kBytes)

i.e array is having 100*125 bits of data for each aircraft+8 ascii messages each of 12 characters
what compression technique should i apply to such data
Depends mostly on what those 12500 bits look like, since that's the biggest part of your data. If there aren't any real patterns in it, or if they aren't byte-sized or word-sized patterns, "compressing" it may actually make it bigger, since almost every compression algorithm will add a small amount of extra data just to make decompression possible.

Problem with very small numbers?

I tried to assign a very small number to a double value, like so:
double verySmall = 0.000000001;
9 fractional digits. For some reason, when I multiplicate this value by 10, I get something like 0.000000007. I slighly remember there were problems writing big numbers like this in plain text into source code. Do I have to wrap it in some function or a directive in order to feed it correctly to the compiler? Or is it fine to type in such small numbers in text?
The problem is with floating point arithmetic not with writing literals in source code. It is not designed to be exact. The best way around is to not use the built in double - use integers only (if possible) with power of 10 coefficients, sum everything up and display the final useful figure after rounding.
Standard floating point numbers are not stored in a perfect format, they're stored in a format that's fairly compact and fairly easy to perform math on. They are imprecise at surprisingly small precision levels. But fast. More here.
If you're dealing with very small numbers, you'll want to see if Objective-C or Cocoa provides something analagous to the java.math.BigDecimal class in Java. This is precisely for dealing with numbers where precision is more important than speed. If there isn't one, you may need to port it (the source to BigDecimal is available and fairly straightforward).
EDIT: iKenndac points out the NSDecimalNumber class, which is the analogue for java.math.BigDecimal. No port required.
As usual, you need to read stuff like this in order to learn more about how floating-point numbers work on computers. You cannot expect to be able to store any random fraction with perfect results, just as you can't expect to store any random integer. There are bits at the bottom, and their numbers are limited.