2. OBJETIVO
Conseguir diseñar e implementar una aplicación que
gane el desafio Android
No es conseguir la aplicación movil definitiva.
Es la que le guste a google (que se compra las
empresas cuando se aburre).
3. ANDROID CHALLENGE
http://code.google.com/android/adc.html
The award money will be distributed equally between two Android Developer
Challenges:
Android Developer Challenge I: We will accept submissions from January 2
through March 3, 2008
Android Developer Challenge II: This part will launch after the first handsets built
on the platform become available in the second half of 2008
In the Android Developer Challenge I, the 50 most promising entries received by
March 3 will each receive a $25,000 award to fund further development. Those selected
will then be eligible for even greater recognition via ten $275,000 awards and ten
$100,000 awards.
4. ¿ Una sola aplicación ?
¿ Un ecosistema de aplicaciones...... ?
Un conjunto disjunto de aplicaciones
5. PROPUESTAS
Social networking
Media consumption, management, editing, or sharing, e.g., photos
Productivity and collaboration such as email, IM, calendar, etc.
Gaming
News and information // Rethinking of traditional user interfaces
Use of mash-up functionality
Use of location-based services
Humanitarian benefits
Applications in service of global economic development
6. ES PARA GANAR
No es hacer la super aplicación movil.
Es la que use y complemente el ecosistema Google.
7. REGLAS DEL JUEGO
Compartir todo entre el grupo.
Evitar “freeRiders”
Consensuar métrica antes de empezar.
Evitar filtrado de ideas.
Intentar crear masa crítica
11. HERRAMIENTAS
Grupo abierto facebook (contactos y visibilidad)
Grupo abierto google-groups (lista y doc publicos)
Grupo abierto viadeo (redes sociales)
Grupo privado seguro en servidor colab.
Subversion vs. Mercurial.
12. INTENTAR REPLICAR
“START-UP”
Solo es propuesta.
Esta abierto a vuestras ideas y propuestas.
16. Handset layouts
The platform is adaptable to both larger,
VGA devices and more traditional smartphone
layouts.
Connectivity
Android supports a wide variety of
17.
18.
19. Application framework enabling reuse and replacement of components
Dalvik virtual machine optimized for mobile devices
Integrated browser based on the open source WebKit engine
Optimized graphics powered by a custom 2D graphics library; 3D graphics
based on the OpenGL ES 1.0 specification (hardware acceleration optional)
SQLite for structured data storage
Media support for common audio, video, and still image formats (MPEG4, H.
264, MP3, AAC, AMR, JPG, PNG, GIF)
GSM Telephony (hardware dependent)
Bluetooth, EDGE, 3G, and WiFi (hardware dependent)
Camera, GPS, compass, and accelerometer (hardware dependent)
Rich development environment including a device emulator, tools for
debugging, memory and performance profiling, and a plugin for the Eclipse
IDE
20. Libraries
System C library - NO USABLE
Media Libraries - based on PacketVideo's OpenCORE; the libraries
support playback and recording of many popular audio and video
formats, as well as static image files, including MPEG4, H.264, MP3,
AAC, AMR, JPG, and PNG
Surface Manager - manages access to the display subsystem and
seamlessly composites 2D and 3D graphic layers from multiple
applications
LibWebCore - a modern web browser engine which powers both
the Android browser and an embeddable web view
SGL - the underlying 2D graphics engine
3D libraries - an implementation based on OpenGL ES 1.0 APIs; the
libraries use either hardware 3D acceleration (where available) or
the included, highly optimized 3D software rasterizer
21. JVM no exactamente
java
Problemas de licencia.
Android includes a set of core libraries that provides most of
the functionality available in the core libraries of the Java
programming language.
Every Android application runs in its own process, with its own
instance of the Dalvik virtual machine. Dalvik has been written
so that a device can run multiple VMs efficiently. The Dalvik VM
executes files in the Dalvik Executable (.dex) format which is
optimized for minimal memory footprint. The VM is register-
based, and runs classes compiled by a Java language compiler
that have been transformed into the .dex format by the
included quot;dxquot; tool.
The Dalvik VM relies on the Linux kernel for underlying
functionality such as threading and low-level memory