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Ganar el desafio android


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Presentación sobre el grupo skynet para ganar el desafío android.

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Ganar el desafio android

  2. 2. OBJETIVO Conseguir diseñar e implementar una aplicación que gane el desafio Android No es conseguir la aplicación movil definitiva. Es la que le guste a google (que se compra las empresas cuando se aburre).
  3. 3. ANDROID CHALLENGE The award money will be distributed equally between two Android Developer Challenges: Android Developer Challenge I: We will accept submissions from January 2 through March 3, 2008 Android Developer Challenge II: This part will launch after the first handsets built on the platform become available in the second half of 2008 In the Android Developer Challenge I, the 50 most promising entries received by March 3 will each receive a $25,000 award to fund further development. Those selected will then be eligible for even greater recognition via ten $275,000 awards and ten $100,000 awards.
  4. 4. ¿ Una sola aplicación ? ¿ Un ecosistema de aplicaciones...... ? Un conjunto disjunto de aplicaciones
  5. 5. PROPUESTAS Social networking Media consumption, management, editing, or sharing, e.g., photos Productivity and collaboration such as email, IM, calendar, etc. Gaming News and information // Rethinking of traditional user interfaces Use of mash-up functionality Use of location-based services Humanitarian benefits Applications in service of global economic development
  6. 6. ES PARA GANAR No es hacer la super aplicación movil. Es la que use y complemente el ecosistema Google.
  7. 7. REGLAS DEL JUEGO Compartir todo entre el grupo. Evitar “freeRiders” Consensuar métrica antes de empezar. Evitar filtrado de ideas. Intentar crear masa crítica
  8. 8. CREAR UN GRUPO Consensuar las reglas del juego. Modelo CEO /CTO Pocos, ágiles, bien avenidos
  9. 9. EXITO Repartir el dinero. Realizar un Start up por el siguiente premio. ..... Ni idea.
  10. 10. HERRAMIENTAS Grupo abierto facebook (contactos y visibilidad) Grupo abierto google-groups (lista y doc publicos) Grupo abierto viadeo (redes sociales) Grupo privado seguro en servidor colab. Subversion vs. Mercurial.
  11. 11. INTENTAR REPLICAR “START-UP” Solo es propuesta. Esta abierto a vuestras ideas y propuestas.
  12. 12. Plataforma Android Joaquín Salvachúa
  13. 13. GPhone Parecía que google responderia al iphone y demas con un telefono. Responde con una plataforma de telefono...que lo construyan otros.
  14. 14. Ecosistema de aplicaciones Desafío Android
  15. 15. Handset layouts The platform is adaptable to both larger, VGA devices and more traditional smartphone layouts. Connectivity Android supports a wide variety of
  16. 16. Application framework enabling reuse and replacement of components Dalvik virtual machine optimized for mobile devices Integrated browser based on the open source WebKit engine Optimized graphics powered by a custom 2D graphics library; 3D graphics based on the OpenGL ES 1.0 specification (hardware acceleration optional) SQLite for structured data storage Media support for common audio, video, and still image formats (MPEG4, H. 264, MP3, AAC, AMR, JPG, PNG, GIF) GSM Telephony (hardware dependent) Bluetooth, EDGE, 3G, and WiFi (hardware dependent) Camera, GPS, compass, and accelerometer (hardware dependent) Rich development environment including a device emulator, tools for debugging, memory and performance profiling, and a plugin for the Eclipse IDE
  17. 17. Libraries System C library - NO USABLE Media Libraries - based on PacketVideo's OpenCORE; the libraries support playback and recording of many popular audio and video formats, as well as static image files, including MPEG4, H.264, MP3, AAC, AMR, JPG, and PNG Surface Manager - manages access to the display subsystem and seamlessly composites 2D and 3D graphic layers from multiple applications LibWebCore - a modern web browser engine which powers both the Android browser and an embeddable web view SGL - the underlying 2D graphics engine 3D libraries - an implementation based on OpenGL ES 1.0 APIs; the libraries use either hardware 3D acceleration (where available) or the included, highly optimized 3D software rasterizer
  18. 18. JVM no exactamente java Problemas de licencia. Android includes a set of core libraries that provides most of the functionality available in the core libraries of the Java programming language. Every Android application runs in its own process, with its own instance of the Dalvik virtual machine. Dalvik has been written so that a device can run multiple VMs efficiently. The Dalvik VM executes files in the Dalvik Executable (.dex) format which is optimized for minimal memory footprint. The VM is register- based, and runs classes compiled by a Java language compiler that have been transformed into the .dex format by the included quot;dxquot; tool. The Dalvik VM relies on the Linux kernel for underlying functionality such as threading and low-level memory
  19. 19. Telefonia Es un telefono... aunque no se vea No muchos apis
  20. 20. Posibilidades de UI creativos Grandes facilidades gráficas. Importante intefaz y usabilidad
  21. 21. Diseño y luego implementación