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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.
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I don't know if it's a stupid question but there are lots of free public APIs in this github repository: https://github.com/public-apis/public-apis
Is it safe to make apps with such free APIs and publish them in play store, app store? What I mean is that maybe the person who created the API will make a mistake and send an image for adults against the rules. Or can they complain for copyright reasons? I mean, I don't question the reliability of APIs of huge companies like Riot games. I'm mostly wondering if it's okay to use APIs from indie developers?
I've heard that many people play console and apple developer accounts have been closed. I was wondering if using the public API can cause our developer account to be terminated due to a mistake or complaint. Or should we not use free public APIs just in case?
No it is not safe to do so. You're trusting that some random code written by some random person works as expected, is secure, is well written, and isn't malicious. Would you trust your safety and security on that? If I handed you a file and told you "trust me, it isn't a keylogger, run it on your computer" would you do that?
Heck, look at major scandals of the past few years like leftpad (when a developer deleted a very commonly used library from github, and caused everyone who used it to stop compiling). Or there was an instance where someone inserted a Christmas time easter egg a few years back and websites started snowing. You can't just trust them.
I'm not saying that you can't use any github library. But be smart about it. You should only consider it under 3 conditions:
It's from a source you trust. Google probably isn't going to purposefully put a trojan in their code. Similar for other large orgs.
It's a well known, highly used library. Of course even this isn't perfect. People have managed to slip exploits into open source before.
You've security audited the exact version of the library you plan to use.
If it passes one of these 3, it's probably ok. But if it hasn't, you shouldn't touch it with a 10 foot pole.
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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.
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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.
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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...
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Ok, guys, I think that's the right place to ask a question, because it's all about development(if I'm wrong or it's duplicate question, please tell me).
So, I want to dive deep in Android, understand how system works down to the kernel(and also learn what's behind rooting and other hacking stuff).
Where should I go from here? Linux book? VM architecture?
Just downloading the source code didn't help as I don't understand how all that works.
Where should I go from here?
There are two books on Android internals that I am aware of:
One, XDA Developers' Android Hacker's Toolkit, is getting lousy reviews, but that may be because it does not cover much ground beyond what's found on XDA itself. However, if you're not super-familiar with the subject, it may still be worthwhile.
The other, Embedded Android: Porting, Extending, and Customizing, was supposed to be out in July, but it looks like the publication date got pushed out to August. I think that there is an early-access edition on the O'Reilly site for purchase.
Marakana's TechTV series includes a number of videos (e.g., conference presentations) on firmware mods. They, and a couple of other firms, also offer training on the subject.
You are certainly welcome to poke around XDA and its forum posts on firmware mods, but it's definitely more of a community site than a reference guide to the subject.
Beyond that, learning how the Linux OS works (kernel, drivers, etc.) would certainly help, as Android is based on that stuff.
And there's a new book out as of January 2015: At http://newandroidbook.com - Volume 1 of 2, however, with one more scheduled to discuss "deeper" internals
Nice introduction to Android internals is for example in slides for opersys course (http://www.opersys.com/training/embedded-android / courseware tab) - the slides are not fully self-explaining are they are may be a good starting point for next studium..