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3rd Mobile Application Platforms and OS

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www.handy-games.com GmbH i_Park Klingholz 13 97232 Giebelstadt Germany ... From High-End to Mass Market Devices. Vienna. 8th to ... 3rd Mobile ... – PowerPoint PPT presentation

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Title: 3rd Mobile Application Platforms and OS


1
3rd Mobile Application Platforms and OS
  • Usability Customisation
  • From High-End to Mass Market Devices
  • Vienna
  • 8th to 10th of November 2005

2
3rd Mobile Application Platforms and OS
  • What is involved in developing an application on
    the J2ME platform?
  • Rough production flow

3
3rd Mobile Application Platforms and OS
  • continued

4
3rd Mobile Application Platforms and OS
  • Actual situation
  • Complex production flow can only be mastered
    through optimized and partly automated processes
    and a set of custom tools all based on years of
    experience!
  • Tight schedule, basically three phases
  • Planning ( 2 weeks)
  • Base programming, depending on the games
    complexity ( 1 4 months T3 3,5 months 20
    man months)
  • From ref. builds to release ( 3-4 weeks)
  • Marketing material and partner styles ( 2-3
    weeks)
  • A lot of specialized people involved
    (Designer(s), Programmer(s), Graphic Artist(s),
    Sound Designer(s), Porting programmer(s),
    Tester(s), Marketing)
  • Biggest challenge
  • The increasing number of supported handsets over
    the last 3 years
  • 2003 4 handsets ( 80 coverage of the European
    J2ME market)
  • 2004 30 handsets
  • 2005 60 handsets
  • 2006e 100 handsets and still increasing
  • These numbers dont include compatible handsets
    (e.g. Nokia Series 40 handsets are only included
    as "one device")!

5
3rd Mobile Application Platforms and OS
  • Evaluating the difference between J2ME handsets
    in the context of application development and
    deployment
  • Hardware
  • Keys
  • Number of keys with different functions (e.g.
    Navkey not on all handsets some Navkeys are
    2-way, others 4- or 5-way etc.)
  • Layout (e.g. Nokia 3650, Siemens SX1)
  • Usability in J2ME (e.g. Siemens SL65 or 7210
    sidekeys cant be accessed from Java)

6
3rd Mobile Application Platforms and OS
  • Display
  • Size
  • Resolution
  • Number of colours
  • Brightness/contrast (e.g. N-Gage quite dark)
  • Quality (e.g. 7210 very blurry, lags)
  • Processor (Performance)
  • Sound chip
  • RAM
  • ROM
  • Graphics accelleration hardware

7
3rd Mobile Application Platforms and OS
  • Software
  • Firmware
  • Often many versions with different behaviour,
    bugs and capabilities (even after the release of
    a mass market handset, e.g. T610 very slow
    painting, transparency problems in first FW
    version)
  • Developers have no information what exact
    firmware versions have been delivered from
    manufacturers to operators (operator variants)
  • Many different JVM (Java Virtual Machine)
    implementations
  • A multitude of JVM implementation bugs and
    problems
  • Functionality not implemented or not behaving
    according to SUNs specifications (e.g. Sound,
    which is a always big troublemaker
    setMediaTime is used to start a sound from a
    specific point, if you want to play a sound from
    the beginning on a 6600 you have to call that
    method before and on the K500 you have to call it
    after starting the actual sound)
  • Phones often have features that are not
    accessible in J2ME (missing or malfunctional JSR
    implementations)
  • Special vendor-/device specific APIs (Vodafone)
  • Very few phones have debugging functionality
    (e.g. possible with T610 via datacable)

8
3rd Mobile Application Platforms and OS
  • Deployment
  • Many different types
  • Datacable
  • IRDA
  • Bluetooth
  • OTA (Over The Air)
  • Some handsets support multiple transfer types,
    but many only OTA -gt takes a lot of time to
    transfer to the phone and generates a lot of
    additional costs per port! (Device vendors could
    make other transfer types available at least for
    developers)
  • BT / Datacable are the fastest ways

9
3rd Mobile Application Platforms and OS
  • "Write Once, Run Anywhere" how far along is the
    industry in this respect?
  • We are far away from that!
  • Soft- and hardware differ
  • Many different versions of content like graphics,
    sound and data have to be produced
  • Device problems ? code workarounds (e.g.
    linebreaks in forms dont work on several devices
    (GX10, Nec devices) ? own method needed ?
    increases jar-size!)
  • Expertise has to be developped and documented
    (time and money consuming)
  • This thesis could only work, if all handsets are
    the same (hardware- and software-wise)
  • We are not developing for one platform, but for
    more than 60! (E.g. console-game developers only
    have one platform like the Gameboy.)
  • There are efforts to set standards (e.g. Open
    Mobile Alliance or Mobile Entertainment Forum),
    but we are still at the beginning.
  • Standards would have to be enforced, in order to
    have an impact. But who could do that?

10
3rd Mobile Application Platforms and OS
  • Example "Townsmen 3"
  • 54 devices
  • 10 hours av. needed to port from a reference
    release to another device
  • 3-6 hours of testing needed for each release
  • 4 languages (for release) more to be released
    soon
  • 3 sets of graphics due to display size
    differences and memory constraints
  • 2 sets of level-data due to memory constraints
  • 14 sets of sounds

11
3rd Mobile Application Platforms and OS
  • How can the industry facilitate the development
    of compelling applications from third party
    developers?
  • Device Manufacturers
  • Early access to handsets (min. 4 weeks prior to
    retail)
  • Actual situation
  • Buying (gets very expensive concerning the ever
    increasing number of handsets that need to be
    supported)
  • Borrowing ( sometimes begging/chasing) ?
    complicated and time consuming/expensive
  • More than one single prototype (minimum 2
    devices) for production
  • Early access to info about the handsets and known
    problems
  • Setting of standards for the VM implementation
    (VM verified) that are enforced by committee
  • Technical support for devices with available
    contact persons in case of problems
  • Guaranteed compatibility lists (some
    manufacturers dont even know themselves which of
    their devices are compatible!)

12
3rd Mobile Application Platforms and OS
  • Operators
  • Easy to use upload facilities (reducing
    complicated upload interfaces)
  • Definition of File Style Standards (File naming,
    JAD entries, etc.)
  • Definition of Marketing Style Standards
  • Collective goal of device manufacturers,
    operators and content developers
  • Increase surplus value of devices and thus
    increase profit!
  • Developing content is time critical
  • The most profit concerning content is made during
    the first months of a devices lifecycle!






13
Contact
  • www.handy-games.com GmbH
  • i_Park Klingholz 13
  • 97232 Giebelstadt
  • Germany
  • Christopher Kassulke
  • Phone 49 (0) 9334 9757 - 11
  • Fax 49 (0) 9334 9757 - 19
  • christopher.kassulke_at_handy-games.com
  • http//www.handy-games.com
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