Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 8 years ago.
Improve this question
i am concerned about the SDLC of android apps and the etropy that to program an android app that would come under software engineering principles.
To clarify like we have life cycle of developement of all softwares products , which rule the principles / foundation of the software building i need to know what are the keep factors / principes of android developement lifecycle can not find them anywhere
To make it More Clear what things i am concered of are :
Conceptualization
Requirements and Cost/benefits Analysis
Detailed Specification of the Software Requirements
Software Design
Programming
Testing
Maintenance
and models that should be applied to android development
Linear or Waterfall model (which was the original SDLC method)
Rapid Application Development (RAD)
Joint Application Development (JAD)
Prototyping model
Fountain model
Spiral model
Build and fix
Synchronize-and-stabilize
Especially What are Testing Techniques for android the one with Eclipse Juinit Testing Doesnot seems to work well
To be Honest there is not SDLC mentioned by Google for Android Developement.
all they have given you is the best practises which you can find under this
Android Developement Best Practises
Secondly there was an article related to mobile apps development which will gide you somewhat of software developement lifecycle of mobile apps
Mobile Apps SDLC
http://www.propelics.com/6-tips-for-getting-started-with-mobile-app-development/
A common consensus appears to be "very short". Most apps, unless they have an exceptionally large user base, tend to last only a very short while (1-12 months). A lot of mobile developers tend to favour the "Release updates as frequently as possible" approach, with new iterations of apps appearing sometimes weekly.
Another approach is to develop as little as possible, wasting as little resource as possible on any single project. Apps that are developed this way tend to have one or two bugfixes, and are then left to die off in their own time.
With new iterations of Android appearing more frequently than most people update their handsets, most developers tend to focus on a broad compatibility range.
So, to round that off:
Not very long at all.
Related
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 7 years ago.
Improve this question
I want to develop application for Android and iOS.
It will be simple application with some data of users and some achievement animations.
It will comunicate with our servers, where will be used REST as backend.
I need the application to be secured. There will be stored very sensitive data.
I think application won't need much performance.
I'm going to be project leader, so I have to find programmer. So if I use framework, then the programming language will have to be in good performance/price ratio.
It's difficult to answer your question due to lack of information, but I have gained some experience regarding this topic from the past year.
The choice of your frameworks depends on time/cost, resources and know-how. I suppose your question is about whether to use a webframe including webprogramming, or native iOS and Android implementation.
The big advantages of using a Webframe are:
Can easily be included on both platforms Only has to be implemented
once (with a view platform specific adaptions e.g. access to camera
etc.)
No additional know-how is required (just JavaScript and HTML)
The implementation is easy and development fast Subsequently the development time is reduced
The disadvantages are:
Webframes are slow
If there are animations like transitions it could be laggy
User triggered events could also be delayed. (just a few milliseconds, but it could be very annoying.
This could conclude in a total useless app, because the userexperience is very bad.
If you want a throughout solid app which offers a flawless userexperience I highly recommend a native implementation. But you have to consider, this affords experienced Android and iOS programmer, and is associated with more development time and subsequenlty more costs.
I recommend to implement a simple prototype which includes the animations and the main features. If the userexperience is good then go for it.
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 8 years ago.
Improve this question
I need to write a client side application which communicates to a WCF service.
The app is actually targeted for multiple platforms.
Internet Browser.
Android.
iOS
Windows Phone.
The client side is rich on UI.. should contain animations and "fireworks"..
In the past, Flash used to be the generic 'Glue' to hold all that.
But These days, I keep seeing and reading about HTML5 hype..
I also heard and read a bit about Xamarin but will not dive into it before I get some confirmation that it can deliver what it promises.
So, My questions are as follows:
What would be the technology to use in order to develop client side?
Html5 or Xamarin - or should I just stick to flash?
do note - this is not a request for opinions - or in other words:
I'm looking for answers of experienced developers who already done something like that and can tell me of a sure path to success.
Xamarin and visual studio - is it correct that this will allow me to develop everything on VS.2012/2013 IDE and will be able to output packages per OS?
Keep in mind I'm MS oriented dev.
Thank you.
You mention candy crush.
The realistic answer in business today is simply develop the iOS, Android, and anything else natively. It's the only thing that really works.
Trying to save a few dollars on 'cross-platform' is useless.
For 2D or 2D games specifically, you should use Unity3D, which is the overwhelming market dominator, currently, for games production.
In general there are any number of better-or-worse "cross-platform" things like xamarin, appcelerator, etc etc.
But the overwhelming factor in your project will be, you need to forget about a server side and change to parse.com. That time-saving will utterly overwhelm any "minor" decisions about what to program the different platforms with.
FYI Unity3D works with c#. Android is Java. iOS is objective-C.
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 4 years ago.
Improve this question
We have a social responsibility project aiming encourage young people to learn mobile application development. The main problem we face mostly is language. Most of the young people in our country don't have sufficient english knowledge to be able to search or learn something in english. That's why our one of the biggest difference from the world wide tutorial/learning sites is being in native language.
As a supporter of the project in the technical side, we answer questions, write blog posts and try to help people learn mobile application development in their native language. One of the problems i face with while helping people is the inability of providing official references(in native language) about the responses we gave. This problem pushed me thinking about translating whole android sdk documentation to our native language :) I know it's a huge job, we may try to crowd-sourcing it i dont know but the thing i want to ask here is just suggestions about implementation of such a project.
What kind of technology would you use, how would it be possible to stay synch with the recent versions of the sdk. Do you think the current android sdk documentation pages auto-generated completely? Is it just java-doc? How to support multi-languages with java-doc? Or with any other way?
I hope questions will not be closed being unrelated, it is a completely technical question.
Thanks everyone
Interesting question!
I guess not only do you want the Java documentation, but also the tutorials and everything that is provided by developers.android.com.
I think you should ask Googe / the developers of Android directly for support, e.g. here. I'm pretty sure they like the idea and support you with that by giving you access to some feed that keeps the tutorials up-to-date.
An independent solution would be to implement a crawler for developers.android.com and track the changes yourself. Yet I don't know how much effort you can/want to spend on that.
For the crowdsourcing: I did a project once for crowdsourced writing error correction, where we used Amazon Mechanical Turk. It is used for translation too. It is quite easy to build your custom tasks for the crowd and to automate the whole process. They provide a Java API, for example. It costs some money, but is quite cheap in comparison to professional translators.
Just some suggestions...
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 4 years ago.
Improve this question
I have a relatively simple tkinter program that just uses Event, Button and Label objects. I would like to translate this to be usable on an android platform.
1) What python for android should I use? QPython, py4a?
2) And on that platform, what GUI module should I use?
I'd like a little bit of detail for why you think a specific module or app would be best, as I'm just getting into the android scene and want to make an intelligent jump.
Even for native purposes, most developers would advise you keep away from Tkinter. It's a dated and unintuitive library that often makes GUI creation and maintenance harder than it needs to be.
The main advantage of developing apps using a Python library and embedding in Android is cross-platform support.
These libraries will often allow you to port your app with ease to many different operating systems.
I will not answer which is "best" since this is an opinion-based question outside the scope of StackOverflow, however I will say it is (generally) easier to port from Kivy to android than it is in some other libraries (such as Qt). But take this with a grain of salt.
Most libraries nowadays offer advanced GUI capabilities built-in, and your choice will likely not limit you in that regard.
Either way, there is no direct/simple way to translate your Tkinter project to any of these, and you will likely have to rewrite it with the library you end up choosing.
I will add that if your intent is developing only for android, most would advise developing in a native Android language, such as Java or Kotlin, or using a development tool which makes use of such languages. This would result in smaller APK sizes and likely faster running times for your app.
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 9 years ago.
Improve this question
Good afternoon,
with all the buzz around the iPhone / AppStore etc, I felt it to be a no-brainer to create a nice iPhone application for the web-application I've been putting together, but how's your experience with the Android Platform so far - is it interesting already from a sales & user-volume?
I've had a quick look at the T-Mobile G1 and from an end-user perspective I didn't think it is all to appealing and to me it seems it'll take a while until all this takes off.
Does anyone of you already have an or multiple apps finished for the platform? How's your take on this.. are sales lower/higher than you expected them to be? Is it worth investing the time & money (right now) to build an android version of my app? Being 'worth' obviously is a very flexible term and depends on someone's point of view, but basically right now every hour I don't work on the webapplication itself basically 'has' to pay off fairly quickly.. and that's why I'm reaching out for some real-life experience.
Cheers and thanks,
-J
Regarding making money by charging for your applications:
"Starting in early Q1, developers will also be able to distribute paid apps in addition to free apps."
[Source: http://android-developers.blogspot.com/2008/10/android-market-now-available-for-users.html ]
I have studied the API of both platforms. If I went to make a two-sentence comparison, I would say that:
iPhone focuses on providing a consistent user experience.
Android focuses on providing freedom to developers to implement or improve whatever they want.
You should also consider weather your particular app benefits from either. E.g. is it text-entry heavy (android) or browsing based (iPhone)?
Is it suitable as an add-on to a basic app, e.g. maps? (android)
AFAIK it's not possible to publish "non-free" application through Android Market right now. All apps in AM are free at the moment.
Though Google is working on this feature intensively and release is expected soon.
My experience is that Android is pretty much a beta platform at the moment, even if Google doesn't want to admit it... I reckon if you want to sell your Android apps for money, you should probably wait a little bit until the whole platform stabilizes and gains more users (and of course, Google introduces non-free applications in Android Market).
But you could start the development now.
Yeah that's my conclusion after another day of digging and searching, too. I'll get myself accustomed to the platform every now and then but not pursue it extensively just right now.
Thanks!
According to Shopsavvy in their first 75 days, more G1's have been sold than iPhones.. Just a thought to consider.