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ANDROID
  AND
ANDROID
PHONES
WHAT IS ANDROID?
 Android  is a software stack for
 mobile devices that includes an
 operating system, middleware and
 key applications.
BRIEF HISTORY
 2005
    Google acquires startup Android Inc. to start
     Android platform
    Work on Dalvik VM begins
 2007
    Open Handset Alliance announced
    Early look at SDK
 2008
    Google sponsors 1st Android Developer Challenge
    T-Mobile G1 announced
    SDK 1.0 released
    Android released open source (Apache License)
    Android Dev Phone 1 released
Brief History cont.
   2009
       SDK 1.5 (Cupcake)
       New soft keyboard with “autocomplete” feature
       SDK 1.6 (Donut)
       Support Wide VGA
       SDK 2.0/2.0.1/2.1 (Eclair)
       Revamped UI, browser
   2010
       Nexus One released to the public
       SDK 2.2 (Froyo)
       Flash support, tethering
       SDK 2.3 (Gingerbread)
       UI update, system-wide copy-paste
Brief History cont.
   2011
       SDK 3.0/3.1/3.2 (Honeycomb) for tablets only
           New UI for tablets, support multi-core processors
       SDK 4.0/4.0.1/4.0.2/4.0.3 (Ice Cream Sandwich)
         Changes to the UI, Voice input, NFC




                                                         Ice cream Sandwich
Honeycomb                                                       Android 4.0+
Android 3.0-3.2
What is an Android Phone?
 SinceGoogle built Android as an open
 standard device, anyone can build
 applications for the phone and enhance
 them.

 Android   is completely customizable!
Android Architecture
Applications for Android

More than 10,000 applications are available for free
        or for purchase on Android Market.
Mobile Applications
 What    are they?
    Any application that runs on a mobile device
 Types
    Web apps: run in a web browser
      HTML,   JavaScript, Flash, server-side components, etc.
    Native: compiled binaries for the device
      Often   make use of web services
 Development  process
 for an Android app
Android Apps
 Built   using Java and new SDK libraries
     No support for some Java libraries like Swing & AWT
     Oracle currently suing Google over use
 Java  code compiled into Dalvik byte code
  (.dex)
     Optimized for mobile devices (better memory
      management, battery utilization, etc.)
 Dalvik   VM runs .dex files
Building and running
                                                                          Compiled resources
                                                                          (xml files)




                                                                  Android Debug Bridge


          ADB is a client server program that connects clients
           on developer machine to devices/emulators to
           facilitate development.
          An IDE like Eclipse handles this entire process for you.


http://developer.android.com/guide/developing/building/index.html#detailed-build
What is an Android Phone?
 LikeApple’s iPhone, Android has a
 touch screen. Some Android phones
 also have keyboards.
Different designs
for Android home
screens
Google’s
Headquarters
The (bad) Reviews
   Resizing is clumsy and difficult.
   No easy way to get your music library
    onto phone.
   Video/music player are “hideous.”
   Official apps not as polished as iPhone
    counterparts.
   Looking through apps on phone and
    syncing with computer can be tedious.
   Not the simplest device to figure out.
   Phone controls inconsistent.
   Can be slow.
The (good) Reviews
 Google’s apps are “simply awesome.”
 A bit cheaper.
 Very good mobile browser.
 Good for tech-savvy people.
 Developing and improving faster than any other
  phone on the market.
 Large room for potential growth and improvements!
Mobile Devices: Advantages
(as compared to fixed devices)
 Always  with the user
 Typically have Internet access
 Typically GPS enabled
 Typically have accelerometer & compass
 Most have cameras & microphones
 Many apps are free or low-cost
Mobile Devices: Disadvantages
 Limited screen size
 Limited battery life
 Limited processor speed
 Limited and sometimes slow network access
 Limited or awkward input: soft keyboard,
  phone keypad, touch screen, or stylus
 Limited web browser functionality
 Range of platforms & configurations across
  devices
Building and running (more
       details)
                 Android Asset Packing Tool


         Expand            figure            Allows processes across
                                              apps to communicate.


           Android Interface
            Definition
            Language (AIDL)
            – Definitions to
            exchange data
            between
            applications
            (think SOAP)


http://developer.android.com/guide/de
veloping/building/index.html#detailed-
build
Applications Are Boxed
   By default, each app is run in its own Linux
    process
       Process started when app’s code needs to be
        executed
       Threads can be started to handle time-
        consuming operations
   Each process has its own Dalvik VM
   By default, each app is assigned unique Linux
    ID
       Permissions are set so app’s files are only visible
        to that app
Android Architecture
Publishing and Monetizing
 Paid apps in Android Market, various other
  markets
 Free, ad-supported apps in Android Market
  Ad   networks (Google AdMob, Quattro Wireless)
  Sell your own ads
 Services   to other developers
  Ex. Skyhook Wireless
   (http://www.skyhookwireless.com/)
 Contests  (Android Developer Challenge)
 Selling products from within your app
Android Market
   http://www.android.com/market/

 Has various categories, allows ratings
 Have both free/paid apps
 Featured apps on web and on phone
 The Android Market (and iTunes/App
  Store) is great for developers
       Level playing field, allowing third-party apps
       Revenue sharing
Publishing to Android Market
 Requires      Google Developer Account
     $25 fee
 Link   to a Merchant Account
     Google Checkout
     Link to your checking account
     Google takes 30% of app purchase price
Android Design Philosophy
 Applications      should be:
    Fast
      Resource    constraints: <200MB RAM, slow processor
    Responsive
      Apps   must respond to user actions within 5 seconds
    Secure
      Apps   declare permissions in manifest
    Seamless
      Usability
               is key, persist data, suspend services
      Android kills processes in background as needed
Apple vs. Google Android

 Open   Handset Alliance
    30+ technology companies
    Commitment to openness, shared vision,
     and concrete plans
 Compare     with Mac/PC battles
    Similar (many PC manufacturers, one
     Apple)
    Different (Microsoft sells Windows, Google
     gives away Android)

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Android and android phones

  • 2. WHAT IS ANDROID?  Android is a software stack for mobile devices that includes an operating system, middleware and key applications.
  • 3. BRIEF HISTORY  2005  Google acquires startup Android Inc. to start Android platform  Work on Dalvik VM begins  2007  Open Handset Alliance announced  Early look at SDK  2008  Google sponsors 1st Android Developer Challenge  T-Mobile G1 announced  SDK 1.0 released  Android released open source (Apache License)  Android Dev Phone 1 released
  • 4. Brief History cont.  2009  SDK 1.5 (Cupcake)  New soft keyboard with “autocomplete” feature  SDK 1.6 (Donut)  Support Wide VGA  SDK 2.0/2.0.1/2.1 (Eclair)  Revamped UI, browser  2010  Nexus One released to the public  SDK 2.2 (Froyo)  Flash support, tethering  SDK 2.3 (Gingerbread)  UI update, system-wide copy-paste
  • 5. Brief History cont.  2011  SDK 3.0/3.1/3.2 (Honeycomb) for tablets only  New UI for tablets, support multi-core processors  SDK 4.0/4.0.1/4.0.2/4.0.3 (Ice Cream Sandwich)  Changes to the UI, Voice input, NFC Ice cream Sandwich Honeycomb Android 4.0+ Android 3.0-3.2
  • 6. What is an Android Phone?  SinceGoogle built Android as an open standard device, anyone can build applications for the phone and enhance them.  Android is completely customizable!
  • 8. Applications for Android More than 10,000 applications are available for free or for purchase on Android Market.
  • 9. Mobile Applications  What are they?  Any application that runs on a mobile device  Types  Web apps: run in a web browser  HTML, JavaScript, Flash, server-side components, etc.  Native: compiled binaries for the device  Often make use of web services
  • 10.  Development process for an Android app
  • 11. Android Apps  Built using Java and new SDK libraries  No support for some Java libraries like Swing & AWT  Oracle currently suing Google over use  Java code compiled into Dalvik byte code (.dex)  Optimized for mobile devices (better memory management, battery utilization, etc.)  Dalvik VM runs .dex files
  • 12. Building and running Compiled resources (xml files) Android Debug Bridge  ADB is a client server program that connects clients on developer machine to devices/emulators to facilitate development.  An IDE like Eclipse handles this entire process for you. http://developer.android.com/guide/developing/building/index.html#detailed-build
  • 13. What is an Android Phone?  LikeApple’s iPhone, Android has a touch screen. Some Android phones also have keyboards.
  • 16. The (bad) Reviews  Resizing is clumsy and difficult.  No easy way to get your music library onto phone.  Video/music player are “hideous.”  Official apps not as polished as iPhone counterparts.  Looking through apps on phone and syncing with computer can be tedious.  Not the simplest device to figure out.  Phone controls inconsistent.  Can be slow.
  • 17. The (good) Reviews  Google’s apps are “simply awesome.”  A bit cheaper.  Very good mobile browser.  Good for tech-savvy people.  Developing and improving faster than any other phone on the market.  Large room for potential growth and improvements!
  • 18. Mobile Devices: Advantages (as compared to fixed devices)  Always with the user  Typically have Internet access  Typically GPS enabled  Typically have accelerometer & compass  Most have cameras & microphones  Many apps are free or low-cost
  • 19. Mobile Devices: Disadvantages  Limited screen size  Limited battery life  Limited processor speed  Limited and sometimes slow network access  Limited or awkward input: soft keyboard, phone keypad, touch screen, or stylus  Limited web browser functionality  Range of platforms & configurations across devices
  • 20. Building and running (more details) Android Asset Packing Tool  Expand figure Allows processes across apps to communicate.  Android Interface Definition Language (AIDL) – Definitions to exchange data between applications (think SOAP) http://developer.android.com/guide/de veloping/building/index.html#detailed- build
  • 21. Applications Are Boxed  By default, each app is run in its own Linux process  Process started when app’s code needs to be executed  Threads can be started to handle time- consuming operations  Each process has its own Dalvik VM  By default, each app is assigned unique Linux ID  Permissions are set so app’s files are only visible to that app
  • 23. Publishing and Monetizing  Paid apps in Android Market, various other markets  Free, ad-supported apps in Android Market  Ad networks (Google AdMob, Quattro Wireless)  Sell your own ads  Services to other developers  Ex. Skyhook Wireless (http://www.skyhookwireless.com/)  Contests (Android Developer Challenge)  Selling products from within your app
  • 24. Android Market  http://www.android.com/market/  Has various categories, allows ratings  Have both free/paid apps  Featured apps on web and on phone  The Android Market (and iTunes/App Store) is great for developers  Level playing field, allowing third-party apps  Revenue sharing
  • 25. Publishing to Android Market  Requires Google Developer Account  $25 fee  Link to a Merchant Account  Google Checkout  Link to your checking account  Google takes 30% of app purchase price
  • 26.
  • 27. Android Design Philosophy  Applications should be:  Fast  Resource constraints: <200MB RAM, slow processor  Responsive  Apps must respond to user actions within 5 seconds  Secure  Apps declare permissions in manifest  Seamless  Usability is key, persist data, suspend services  Android kills processes in background as needed
  • 28. Apple vs. Google Android  Open Handset Alliance  30+ technology companies  Commitment to openness, shared vision, and concrete plans  Compare with Mac/PC battles  Similar (many PC manufacturers, one Apple)  Different (Microsoft sells Windows, Google gives away Android)