MOBILE
APPLICATIONS:
YOUR WORLD, YOUR MOBILE
APP
Presented by:
Engr. Ralph Laurence G. Visaya
- Preliminaries
TODAY'S - Major Evolutions of Mobile
Applications
AGENDA - Difference between Android,
IOS or Other Mobile OS
- Mobile App Development:
What you need?
- Software Demo
A mobile application,
most commonly
known as an app, is a
kind of application
software intended to
run on a mobile
phone.
• There were more than 218 billion app downloads
in 2020 (TechCrunch, 2021).
• A 6.86% increase from the year prior.
• Experts predict that there would be a 25%
increase in global mobile app downloads
between 2018 and 2022 when forecasts
estimate there will be 258 billion app downloads
globally.
CATEGORIES OF
MOBILE APPLIATION
A. NATIVE APPLICATION
• The native mobile application is the kind of app in
which it is created and developed for a specific type
of device platforms such as Android or IOS, using a
specialized coding language.
B. WEB APPLICATION
• software applications that carry on correspondingly
to native mobile applications and work on mobile
devices.
B. HYBRID APPLICATION
• combines the advantages of mobile web and native
app.
• It is built using HTML, CSS, and Javascript, running
on mobile WebView.
D. CROSS-PLATFORM APPLICATION
• The purpose of these cross-platform apps is to solve
the hybrid performance problem and the cost
problem when writing a variety of native languages
for each mobile platform.
TYPES OF MOBILE APPLICATIONS
• Mobile Gaming Applications
• Educational Applications
• Business/Productivity Applications
• M-commerce Applications
• Lifestyle Applications
• Entertainment applications
• Travel applications
• Utility applications
Do you remember
this?
MAJOR
EVOLUTIONS
IN MOBILE
APPLICATION
2003 when Andy Rubin,
Rich Miner, Nick Sears,
and Chris White co-
founded a start-up
Android Inc. in Palo Alto,
California.
Symbian OS
Symbian grew out of the Psion
EPOC operating system.
Originally developed by
Symbian Ltd – a joint venture
of Psion, Ericsson, Motorola
and Nokia – the operating
system was almost
ubiquitous. In 2009, 250
million devices were running
Symbian.
Source: Statista 2021
Android made its official public debut in 2008 with
Android 1.0 — a release
DIFFERENCES
MASTER
ESSENTIAL PRINCIPLES TO
KATA L I N A SM I T H
Project Manager
G RAYSON B URCH
UX Designer
TA L I YA H MAY N A R D
Developer 26
Android
August 16, 2022
13
A N D R OI D I OS
SOFTWA R E S: A. XCODR
SOFTWA E E S:
B. A PPCOD E
A. A N D R OI D STUD I O
C. F LUTTE R
B. X A MA R I N
D . COD E R UN N E R
(MI CR OSOFT
MOBILE APP V I SUA L STUD I O)
E . BUI L D F I R E
F. XA MA R I N
C. COR D OVA
DEVELOPME (MI CR OSOFT
V I SUA L STUD I O)
NTyou
What P R OG RAMMI NG PROGRAMMING
L ANG U AG ES / L ANGU AGES /
need? FRAMEWOR K FRAMEWORK
A. JAVA
A. SW I FT
B . KOT L IN
C. C# B. OBJ E CTI V E -C
D. H T M L , C S S A ND C. C#
18 JAVA S C R IP T D. F LUTTE R
E . DA RT (FLU TT E R )
F. C OR ONA
https://
ANDROID STU DIO SYSTEM REQUIREMENTS
THE FOLLOWING ARE THE SYSTEM REQUIREMENTS
F OR ANDROID STU DIO ON WINDOWS.
• 64-BIT MIC ROSOFT® WINDOWS® 8/10/11
• X86_64 C PU ARCHITECTURE; 2ND GENERATION
INTEL C ORE OR NEWER, OR AMD C PU WITH
SUPPORT FOR A WINDOWS HYPERVISOR
• 8 GB RAM OR MORE
• 8 GB OF AVAIL ABLE DISK SPACE MINIMU M (IDE +
ANDROID SDK + ANDROID EMUL ATOR)
• 1280 X 800 MINIMUM SCREEN RESOLUTION
ANDROI D ST UDI O SY ST EM REQUI REMENTS (MACOS)
T HE FOLLOWI NG ARE T HE SY ST EM R EQUI REMENTS FOR
ANDROI D ST UDI O ON MACOS.
• MACOS® 10.14 (MOJAVE) OR HI GHER
• ARM-BASED CHI PS, OR 2ND GENERATI ON I NTEL
CORE OR NEWER WI T H SUPPORT FOR
HYPERVI SOR. FRAMEWORK
• 8 GB RAM OR MORE
• 8 GB OF AVAI L ABLE DI SK SPACE MI NIMUM (I DE +
ANDROI D SDK + ANDROI D EMUL AT OR)
• 1280 X 800 MI NI MUM SCREEN R ESOLUTION
A NDR OID S T UDI O S YSTEM R EQUIR EMENTS
T H E FOL LOW I NG AR E THE ANDR OID STUDIO SYSTEM
R EQUIR EME N T S F OR L INUX.
• ANY 64 -B I T L I N UX DISTR IBUTION THAT SUPPORTS
GNOME , K DE, OR UNITY DE; GNU C L IBRARY (GLIBC)
2 .3 1 OR L AT E R.
• X86 _6 4 C PU A RC HITECTUR E; 2 ND GENERATION INTEL
COR E OR NE W ER , OR AMD PR OCESSOR WITH
S UPPORT F OR A MD VIRTUAL IZATION (AMD-V) AND
S SSE3
• 8 GB RAM OR M OR E
• 8 GB OF AVAI L AB L E DISK SPACE MINIMUM (IDE +
ANDR OI D S DK + ANDR OID EMUL ATOR )
[Link]
T HE D IAGRAM SHOWS THE OVERALL ARCHITECTURE OF A CROS S-
PL AT FORM XAMARIN APPLICATION.
XAM ARIN ALLOWS YOU TO CREATE NATIVE UI ON EACH P L AT FORM
AND WRITE BUSINESS LOGIC IN C# THAT IS S HARED ACROSS
PL AT FORMS.
JAVA - Print Hello World
Java class extension: .java
KOTLIN - Print Hello World
Kotlin class extension: .kt
U LTIM AT E U I FO R XA M AR IN S U PPO RT S T H E
FOLLO W IN G D E V ELO PM E N T E N V IR O N M E N T S :
D EVELO P AN D R O I D A N D IO S M O B ILE APPLICAT I O N S
ON W IN D O W S AN D M AC:
W IN D O W S 10 O R H IGH E R.
VIS U AL S T U D IO 2017 O R H IG H E R
XAM AR IN FO R V ISU A L S T U D IO 4. 5+
IDES:
VI SUAL STUDIO 2019
VI SUAL STUDIO 2017
XAMARIN STUDIO
VI SUAL STUDIO FOR
MAC
DEVICE:
ANDROID 6.0 AND
L AT ER
UI/UX
DESIGN
• UI , ALSO KNOWN AS USER I NTERFACE, I S
EVERY T HI NG AN APP USER CAN SEE AND ENGAGE
WITH
• UX, ALSO KNOWN AS USER EXPERI ENCE,
I NCLUDES HUMAN EMOT I ONS, PERCEPTI ON,
FEELI NGS, AND PREFERENCES PRE AND POST-APP
US AGE. T HE MOBI LE APP’ S SI MPLI CI TY,
ACCESSI BI LI T Y , AND US ABI LI T Y ESCAL ATE USER
EXPERI ENCE
Tools Used for UI/UX
Design
TIME FOR
DEMO!
Source Code
Management
GI
T
• GI T IS A VERSION CONTROL SYSTEM.
• GI T HELPS YOU KEEP TRACK OF CODE
CHANGES.
• GI T IS USED TO COLL ABORATE ON CODE.
THANK YOU
VERY
MUCH!