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DISPOZITIVE

MOBILE DE CALCUL

Introducere

Conf. univ. dr. Mihai DOINEA


mihai.doinea@ie.ase.ro
Obiective
Continut
Agenda
Evaluare
Resurse
Utilizarea eficienta a
tehnologiilor mobile in contextul
societatii bazate pe informatii
Intelegerea principiilor care stau
Obiective la baza tehnologiilor mobile

Deprinderea unor competente


de programare specifice
platformei Android
Continut
• Introducere:
– Dispozitive mobile
– Sisteme de operare pentru dispozitive mobile
– Aplicatii destinate dispozitivelor mobile
• Programarea aplicatiilor pentru dispozitive Android
– Arhitectura sistemului
– Structura unei aplicatii
– Interfata utilizator
– Accesul la resurse externe
– Retea si servicii
– Persistenta in Android
– Grafica 2D
– Google Maps
– Magazinul virtual Google Play Store
Evaluare
• Activitate curs: 70%
– Test grila – 10%
– Evaluare pe parcurs – 10%
– Proba practica – 50%
• Activitate laborator: 30%
– Proiect laborator
• Documentatie
• Aplicatie mobila pentru dispozitive Android
• Toate activitatile trebuie promovate cu minim 50% din totalul
punctelor alocate acestora.
• http://37.120.250.22:8088/portal
Devices and • Mobile devices

mobile – Characteristics
– Hardware architecture
applications • Operating systems (SO) for
mobile devices
– Functions
– Architecture
• Mobile applications
• Programming skills
MOBILE DEVICES

Characteristics and functionality


Mobile devices
• Mobile phones
• Smartphones
• Tablets and PDA’s
– with or without phone support
Mobile devices
• Social networks
• Managing personal data (contacts, agenda, calendar)
• Internet browsing
• Relaxing
– Games
– Virtual Books
• Multimedia
– Movies, Images and Music
• Communication (e-mails, messages and voice services)
• Navigation (GPS, localization)
• Payments (NFC)
01 02 03 04
Mobile devices Portability Accessibility Usability Performance

characteristics
User
Dimension
Experience

Mobile Autonomy
devices Bandwidth (battery
savings)

limitations
Memory
(RAM and Performance
ROM)
Mobile devices - trends

• Fast and reach full development

• Prices evolution

• Hardware and software performances

• Increased usability
Mobile devices
Hardware characteristics
• Processor

• Memory

• Screen

• Data gathering

• Connectivity
Smartphone

Flash RAM Power


System on a Chip Memory supply
(SoC)

GPU Screen

Communication
Processor CPU

SIM
Audio I/O devices
SIM Processor
Connector

Camera

SD Card
connector
Screen

Speaker
Vibration
engine

Motherboard
SoC
• Application processor (CPU)
• Memory interface
• Graphic processor (GPU)
• USB controller
• Serial interface
• Bluetooth controller
• WiFi controller
• Camera interface
Application processor
• RISC architecture
• ARM
• 32/64 bits
• Working frequencies: up to 2.7 GHz
• One, two, four or eight cores
• Low power consumption
SoC
• Marvell: PXA
• Texas Instruments: OMAP
• Samsung: S3C, S5C, S5P
• Freescale: iMX
• Qualcomm: MSM, QSD
• nVidia: Tegra
SoC
• Qualcomm
– Snapdragon 400 – 1.6-1.7 GHz, Dual/Quad Core (Nokia Lumia 640/XL, Asus Zenwatch 2,
Moto 360 gen. 2, LG Watch Urbane)
– Snapdragon 800 MSM8974A (Google Nexus 5, Galaxy S4)
– Snapdragon 805 APQ8084 (Galaxy Note 4)
– Snapdragon 810 MSM8x74 (HTC One M9, LG G Flex2, Galaxy S5)
• Samsung
– Exynos 5 1.9 MHz (Galaxy Note 3)
– Exynos 5 Octa (Galaxy Tab S, Galaxy Alpha, Galaxy A7/A9)
– Exynos 7 Octa (Galaxy S6/Edge, Galaxy Note 5)
• NVIDIA
– Tegra 4 – 1.7- 1.9 GHz (NVIDIA Tegra Note, Microsoft Surface 2)
– Tegra K1
SoC
• Texas Instruments
– OMAP 4470 (Kindle Fire HD, BN NOKK HD, BlackBerry Z10)
• Intel
– Atom Z2560 (1.6 GHz) , Z2650 (2 GHz) - (Asus, Lenovo, Dell, Samsung)
– Atom Z3745 1.3 – 1.7 GHz
• Apple
– A5 (iPhone 4S)
– A6 (iPhone 5, 5C)
– A7 (iPhone 5s)
– A8 (iPhone 6)
Texas Instruments
OMAP 44xx

Source: http://www.ti.com/general/docs/wtbu/wtbuproductcontent.tsp?templateId=6123&navigationId=12843&contentId=53243
NVIDIA Tegra K1

Source: http://www.bdti.com/InsideDSP/2014/04/29/NVIDIA
Qualcomm Snapdragon 80x

Source: https://www.qualcomm.com/products/snapdragon
Memory
• Random Access Memory - RAM
• Internal non-volatile memory
– Flash
• NOR – XIP
• NAND
• External memory
– SD cards
Screen
• Diagonal
• Resolution
• Pixel density (ppi, dpi)
• Number of colours
• Technology
– LCD TFT (Thin Film Transistor)
– LCD IPS (In Place Switching)
– OLED (Organic Light Emitting Diode)
– AMOLED (Active-Matrix OLED)
– Retina
– Gorilla Glass
• Touchscreen
– Resistive
– Capacitive
Data Input solutions
• Touchscreens
– virtual keyboard;
• Numeric keyboard
• Mini-Joystick (D-pad)
• QWERTY keyboard
Connectivity
• Voice services
• Data transfer
• Area coverage
– Small
– Local
– Extended
Wireless connectivity

Wireless Bandwidth Technologies


network
WPAN 9.6 Kbps - 3 Mbps IR, Bluetooth, NFC

WLAN 1-300 Mbps 802.11 a, b, g, n

WWAN 8 Kbps-300 Mbps GSM (CSD, HCSD), GPRS, EDGE,


UMTS (WCDMA) cu
HSPDA/HSPA+, LTE
cdmaOne, CDMA2000
CSD – Circuit-Switched Data
•HSCSD – High Speed Circuit-Switched Data

GPRS – General Packet Radio Services

WWAN EDGE – Enhanced Data Rates for Global Evolution

(GSM)
UMTS – Universal Mobile Telecommunications
System
•HSDPA – High Speed Downlink Packet Access
•HSUPA – High Speed Uplink Packet Access

LTE – Long Term Evolution


WWAN

Standard Bandwidth
CSD 9.6 -14.4 kbps
HSCSD 28.8 - 56 kbps
GPRS 115 Kbps
EDGE 236.8 Kbps
UMTS 384 kpbs – 7.2/14/21/42 Mbps
(cu HSDPA/HSPA+)
LTE 300 Mbps
Mobile devices
characteristics
Characteristic Screen CPU Memory Connectivity
size RAM/extended

Device
Mobile phone 1”-2.5” Minimum 1-64 MB/MMC, GSM, GPRS, EDGE,
160x160 - mSD UMTS, Bluetooth, IR
QVGA
Smartphone 2.5”-5”, 144-2200 MHz 32 MB – 2 GSM, GPRS, EDGE,
320x240 – GB/*SD, MMC UMTS,
Full HD WiFi (802.11b/g/n),
Bluetooth, IR
Tablet 7" – 10" 800– 2200 MHz 512 MB – 2 GSM, GPRS, EDGE,
GB/*SD UMTS, LTE/WiFi
(802.11b/g/n)/Bluetooth,
IR
MOBILE
OPERATING
SYSTEMS

Architecture and main functions


Mobile Operating Systems
• Manage the hardware and software resources
• Manage the memory
• Control the processes
• Check the I/O gates
• Run applications
• File management
• Check the user interface
Mobile Operating Systems
E-mail
Other
Web PIM
applications
Messages

User interface

Basic functions / Services Telephony

Kernel

Drivers

Hardware
Mobile operating systems
• Android (Google)
• Bada (Samsung)
• Tizen (Tizen Association)
• BlackBerry OS (BlackBerry/RIM)
• BREW (Qualcomm)
• Firefox OS (Mozilla)
• iOS (Apple)
• Linux Mobile
• Palm OS/Garnet OS (Palm)
• Symbian (Nokia)
• webOS (HP)
• Windows Phone/Windows CE/Windows Mobile (Microsoft)
Smartphone (2008 - 2011)
Altii
iPhone OS 3.30%
iPhone 13.70%
OS Altii
2.77% 3.40%
BlackBerry BlackBerry Symbian
17.36% 20.90% 50.30%

Symbian
57.12%
Windows Mobile
12.02%
Windows Android
Linux Mobile
7.32% 2.80%
9.00%

Bada, 2.2 Altii, 0.9


Altii Windows, 1.5
iPhone OS Symbian, 16.9
2.96%
16.01% RIM, 11
BlackBerry Symbian
14.43% 30.63%

iOS, 15

Windows
Mobile
3.06%

Android
32.91%

Android, 52.5

Sursa: Canalys/Gartner
Smartphone 2012 - 2015
Windows
Windows Altii, 1.2
Symbian Altii Phone/
BlackBerr 3% 2% Windows iOS, 18 Phone, 4
y Mobile
iOS 3%
4%
19%

Android
69% Android,
77
Windows Altii, 1.1
Phone,
iOS, 11.7 2.5

Android,
84.7

http://ctstech.net/blog/2013/02/14/idcs-smartphone-stats-for-4q-2012-and-a-review-of-their-mobile-os-share-prediction-for-2015/
http://gadgets.ndtv.com/mobiles/news/windows-phone-grows-104-percent-year-over-year-in-q4-2013-abi-research-478672
http://www.idc.com/prodserv/smartphone-os-market-share.jsp
Smartphone Evolution(2009 - 2014)
Android
• Bought by Google in 2005
• Open Handset Alliance in 2007
• Powered by Linux 2.6.x/3.x kernel
• Java based applications
• Phones
– HTC One M8, Samsung Galaxy S5, Google Nexus 5
• Tablets
– Samsung Galaxy Tab, Google Nexus 7
Android
iOS
• Founded by Apple
Cocoa Touch
• similar core with OS X
• XNU-like based on Darwin Media
• C and Objective-C Core Services
• Multitasking
Core OS
• ARM processors
iOS
Windows Phone
• Standardized Hardware
• Unitary user interface
• XAML and C#/VB.NET
• Windows Phone 7.x
• Windows Phone 8.x
• Windows 10 Mobile
Windows
Phone
Linux

Android is:

• Unix like operating system

• Free and open source software

• Sailfish OS, Tizen, Ubuntu Touch OS, OpenMoko Linux, Fedora,


CentOS, Debian, SUSE, RedHat
MOBILE APPLICATIONS

Characteristics and classifications


Implementation

• Web based interface


• Independent applications
• Native
• Binary code interpreted by JIT process
Mobile
Network access
Applications
• Distributed applications
• Needs network access and possible a
server connection
• Stand alone applications
• Without network access
Communication and presentation
Economics Applications
Learning – M-Learning
Mobile Entertainment
applications
Trips and navigation
Sports and Healthcare
Productivity and tools
Web navigation
Electronic mail
Communication Messages
and
Presentation Social networking
News
Museums
Economics applications

• M-business

• M-commerce

• M-banking
M-business
• Using mobile devices for access to data inside of an organization, anyplace,
anywhere
• Domains:
– Agenda, e-mail, calendar
– Selling and distribution
– Services
– Transport
– Management
– Medicine
Buying goods or
services by the
use of a mobile
device

M-commerce
Domains:
• Financial
• Information, Stock
Market
• Telecommunication
• Basic goods
M-commerce

• Ubiquitous

• Availability

• Location

• Customization

• Dissemination
M-banking

• Using mobile devices for mobile payments and money transfers

• Examples:
– Account interrogation

– Bank transfers

– Bill payments

– Account statement
M-Learning

• Various domains

• Training and education

• User oriented

• Domain oriented
M-learning
• Using the mobile device in the educational process
– as a learning tool
– for presenting the educational content
– in order to evaluate the participants
– for collaboration purposes
Entertainment • Games
• Social networking
• Electronic books
• Movies
• Music
Trips and navigation

• Booking rooms

• Tourist attractions

• Itinerary making

• Buying online tickets


Sports and healthcare

• Managing the daily routine

• Composing a personal diet

• Checking the physical activity, effort

• Fitness instructor
Productivity and tools

• Sensors applications

• Unit convertor

• Phone management

• Security applications
User behaviour

Cost plans
Influence
factors Device factors

Data access restrictions


Mobile applications development
Mobile operating systems Language
Android Java
iOS Objective-C, C++, Swift
Windows Phone C#/VB.NET (Silverlight and XNA),
C++
Mobile applications development
Platform Technologies
.NET CF C#, VB.NET
Java ME Java
Web WML/XHTML/HTML5/JavaScript/CSS
Qt C++
Resources
• Ee-Peng Lim, Keng Siau (ed) – Advances in Mobile Commerce Technologies, Idea
Group, 2003
• M. Mallick – Mobile and Wireless Design Essentials, John Wiley & Sons, 2003
• P. Pocatilu, Programarea dispozitivelor mobile, Editura ASE, 2012
• P. Pocatilu, I. Ivan, A. Vișoiu, F. Alecu, A. Zamfiroiu, B. Iancu – Programarea
aplicațiilor Android, Editura, ASE, 2015
• M. Sauter – Communication Systems for the Mobile Information Society, John
Wiley & Sons, 2006

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