MOBDEV
MOBDEV
Objective:
Android architecture is designed in layers that provide the system’s core functionality and
manage applications. The architecture consists of:
• Linux Kernel:
o At the base of Android’s architecture, the Linux kernel handles core system
services like memory management, process management, and hardware
abstraction. It ensures that Android can manage multiple processes efficiently.
• Hardware Abstraction Layer (HAL):
o HAL provides standard interfaces for accessing hardware components, such as the
camera, GPS, and sensors.
• Android Runtime (ART):
o ART runs applications in Android. It uses Ahead-of-Time (AOT) and Just-in-
Time (JIT) compilation to improve app performance. ART replaced Dalvik in
Android 5.0 for better memory management and speed.
• Native C/C++ Libraries:
o Android includes native libraries (e.g., OpenGL for graphics, WebKit for browser
functionality) that provide a range of system functionalities.
• Android Framework:
o The Android framework includes APIs for handling UI components, data
management, notifications, and app life cycles. This is the layer developers
interact with most.
• Applications:
o At the top layer, Android includes pre-installed and third-party applications (such
as contacts, messaging, and social media apps).
To start developing Android apps, you need to set up the development environment:
• Android Studio: The official integrated development environment (IDE) for Android
development. It provides tools for writing, testing, and debugging Android apps.
o Features:
▪ Code Editor with syntax highlighting, code completion, and refactoring
tools.
▪ Android Emulator: A virtual device to test Android apps without
requiring a physical device.
▪ Gradle: A build automation tool that manages project dependencies.
• Android SDK: The Software Development Kit (SDK) includes libraries, APIs, and tools
for developing Android apps.
• Device/Emulator Setup: Developers can test apps on an Android device or create virtual
devices using Android Studio’s Emulator.
• Languages: Android supports Java and Kotlin as the main programming languages.
An Android application is built from four key components. Each component has its own role and
interacts with others to create a functioning app.
2.1 Activities
• Activity is a single screen with a user interface (UI). It handles user interactions and
manages app navigation.
o Example: A messaging app might have an activity for displaying messages,
another for composing new messages.
o Activity Life Cycle: Key methods include onCreate(), onStart(),
onResume(), onPause(), onStop(), and onDestroy().
2.2 Services
• Services are background processes that do not provide a UI but perform long-running
tasks (e.g., playing music, downloading data).
o Example: A music player can continue playing music even when the user leaves
the app.
o Services can be Started Services (triggered by an activity) or Bound Services
(used for client-server communication).
• Content Providers manage shared application data and allow data sharing between apps.
o Example: A contact management app can share contact details with a messaging
app.
o The ContentResolver class helps query and manipulate data in content providers.
The user interface (UI) in Android is defined using Layouts and View components.
3.1 UI Layouts
• LinearLayout: Arranges child views in a single row or column.
o Example: A login form with fields stacked vertically.
• RelativeLayout: Allows positioning of views relative to other views or parent layout.
o Example: Positioning a button to the right of a text field.
• ConstraintLayout: A flexible layout that allows positioning of UI elements based on
constraints. It is preferred for complex UI designs due to its efficiency.
• FrameLayout: Used to display a single view, often for switching between fragments.
3.3 UI Controls
Android provides a flexible system for accessing resources, such as images, strings, and layouts,
that are separate from the code.
• Android uses XML files to design user interfaces declaratively. The UI consists of View
components, which include:
o TextView, EditText, ImageView, and other input elements.
• Designing for Different Screen Sizes: Android devices come in various screen sizes. By
using dp (density-independent pixels) and sp (scale-independent pixels), developers
can ensure that the UI scales correctly across devices.
• Touch Events: Android apps can handle touch events like clicks, swipes, and long
presses using event listeners (e.g., OnClickListener for button clicks).
• Gestures: Android’s gesture detectors, such as GestureDetector and
ScaleGestureDetector, can handle more complex gestures like zooming or scrolling.
6. Conclusion
1. What are the main differences between using LinearLayout and ConstraintLayout in
Android?
2. How does the Activity life cycle impact the behavior of an Android app?
3. Why is it important to follow Material Design guidelines when building an Android
app?
Lecture Model: Introduction to Android Platform
Objective:
Android, developed by Android Inc. (acquired by Google in 2005), was officially launched in
2008. It is an open-source mobile operating system based on the Linux kernel, and it powers
millions of devices, from smartphones to tablets, wearables, TVs, and even automobiles.
• 2003: Android Inc. was founded by Andy Rubin, Rich Miner, and others.
• 2007: Android was announced publicly by the Open Handset Alliance, a consortium of
technology companies led by Google.
• 2008: The first Android device, the HTC Dream (T-Mobile G1), was released.
• 2011: Android became the world’s most popular mobile OS.
• Present: Android is now used on billions of devices globally, with major updates and
versions being released regularly (e.g., Android 12, Android 13).
Android versions are named alphabetically after desserts or sweet treats (e.g., Cupcake, Donut,
Lollipop, Marshmallow, Pie). As of Android 10, Google discontinued using dessert names.
• Android 1.0 (2008): Basic features like web browsing, email, and camera.
• Android 2.0 (Eclair): Introduced features like Google Maps and browser improvements.
• Android 5.0 (Lollipop): Introduction of Material Design for improved UI/UX.
• Android 9 (Pie): Introduction of AI-based features and battery optimizations.
• Android 12/13: Enhanced user customization, privacy controls, and improved
performance.
Android’s architecture is organized into several layers that work together to run applications and
manage system resources. Each layer has a specific role, contributing to the overall functionality
of the system.
The Linux Kernel serves as the foundation of the Android platform. It is responsible for:
• Hardware Abstraction: Providing device drivers to communicate with hardware (e.g.,
cameras, GPS, Bluetooth).
• Process Management: Managing app processes and memory allocation.
• Power Management: Optimizing battery usage.
The HAL allows Android to communicate with the hardware without knowing the specifics of
the underlying hardware. HAL modules implement functions to manage specific hardware
components.
Android Runtime (ART) is the execution environment for running Android apps. It replaced the
older Dalvik Virtual Machine (DVM) in Android 5.0.
Android includes several native libraries written in C/C++ for specific functionalities, such as:
The Android Framework provides high-level APIs for building Android apps. Key components
include:
• Activity Manager: Manages the app life cycle and navigation between screens.
• Content Providers: Allow sharing of data between apps.
• Resource Manager: Manages external resources like strings, images, and layouts.
• Location Manager: Accesses geographic location information.
• Notification Manager: Controls and manages push notifications.
2.6 Applications
At the top layer, we have the user-facing applications. Android’s architecture allows users to
install third-party apps from the Google Play Store or other sources.
Developers use the Android SDK (Software Development Kit) and other tools to build
Android applications. The SDK provides APIs, libraries, and tools needed for development.
Android Studio is the official IDE for Android development, based on IntelliJ IDEA. It
provides:
• Code Editor: Features auto-completion, refactoring, and syntax highlighting for Java and
Kotlin (Android’s primary programming languages).
• Layout Editor: A visual editor for building and arranging UI components.
• Emulator: A built-in Android Virtual Device (AVD) emulator for testing apps on virtual
devices.
• Gradle: Android's build system for managing dependencies and compiling code.
• Java: Initially, Android apps were written primarily in Java. It remains one of the most
widely used languages in Android development.
• Kotlin: In 2017, Google announced Kotlin as an official language for Android. Kotlin is
preferred for its modern syntax, null safety, and compatibility with Java.
• APIs and Libraries: The SDK includes APIs for accessing Android system services,
hardware sensors, and common mobile development tasks (networking, graphics, data
storage).
• Android Debug Bridge (ADB): A command-line tool that lets developers communicate
with Android devices or emulators to install apps, debug, and perform other tasks.
• ProGuard: A tool used to shrink and obfuscate code, making APK files smaller and
harder to reverse-engineer.
An Android application is a combination of four main building blocks, also known as app
components. These components can be used independently or together to build the app’s
functionality.
4.1 Activities
• Activity represents a single screen in an Android app. It manages the user interface (UI)
and user interactions.
o Example: An app might have a login activity, a home screen activity, and a profile
activity.
4.2 Services
• Services handle long-running background tasks without interacting with the UI.
o Example: A music player app uses a service to play music even when the app is in
the background.
Understanding the app life cycle is crucial for managing app resources and ensuring a smooth
user experience.
An Android activity goes through several states from when it is created until it is destroyed. The
key life cycle methods include:
• onCreate(): Called when the activity is first created. Set up the UI and initialize
necessary resources.
• onStart(): Called when the activity becomes visible to the user.
• onResume(): Called when the activity enters the foreground and becomes interactive.
• onPause(): Called when the activity is partially obscured by another activity.
• onStop(): Called when the activity is no longer visible.
• onDestroy(): Called when the activity is being destroyed.
• Configuration Changes: Events like screen rotation trigger configuration changes that
destroy and recreate activities. Developers should save the activity state using
onSaveInstanceState().
Adopting best practices ensures code maintainability, performance optimization, and a great user
experience.
• Use ViewModel, LiveData, and Room Database from Android’s Jetpack libraries to
manage UI-related data, persistence, and lifecycle-aware components effectively.
• Minimize main thread usage by offloading tasks like network calls to background
threads.
• Use efficient data structures and algorithms to reduce memory and CPU usage.
• Test the app across multiple screen sizes, resolutions, and Android versions. Use JUnit
for unit testing, Espresso for UI testing, and the Android Profiler to monitor
performance.
• Follow Material Design Guidelines to ensure a consistent and intuitive user interface
across Android devices.
• Ensure responsiveness by keeping layouts simple and utilizing ConstraintLayout for
complex UI designs.
7. Conclusion
The Android platform is a powerful, open-source environment for mobile development, offering
flexibility and scalability across a wide range of devices. Understanding the platform
architecture, app components, development environment, and life cycle management is essential
to becoming a proficient Android developer. By following best practices, developers can create
high-quality, performant, and user-friendly Android applications.
1. How does Android’s open-source nature contribute to its success as a mobile platform?
2. What are the advantages of using Kotlin over Java for Android development?
3. How can developers optimize app performance while maintaining a smooth user
experience?
Lecture Model: Best Practices for Mobile Device Development – OOP, Design
Patterns, and Optimization
Objective:
• Encapsulation: Bundling of data (attributes) and methods (functions) that operate on the
data into a single unit, the object. It ensures that the internal workings of objects are
hidden from the outside world.
o Example: In an Android or iOS app, a User class might encapsulate a user's
details (name, age) and actions (login, update profile).
• Abstraction: Hiding the complexity of the system by providing a simplified interface. It
focuses on what the object does, not how it does it.
o Example: A method performLogin() abstracts the login process, hiding the
underlying details such as API calls or database queries.
• Inheritance: Allows one class to inherit fields and methods from another, promoting
code reusability.
o Example: A Person class might be inherited by a Customer or Employee class,
each adding its own specific methods while reusing common ones.
• Polymorphism: The ability to use a single interface or method for different types of
objects, making code more flexible.
o Example: A method draw() can be implemented differently for objects like
Circle, Square, or Rectangle, but all objects can be drawn using the same
draw() method.
• Android: Java/Kotlin, which are both object-oriented languages, are used for
development. Each Android app consists of objects like Activities, Fragments, and
Services, which follow OOP principles.
o Example: An Activity class can be extended to create custom activities with
specific behavior.
• iOS: Swift and Objective-C are the primary OOP languages for iOS development. Apps
are structured around objects such as UIViewController or UITableView, and OOP
principles are used to manage user interactions and data.
o Example: UIViewController is a base class from which developers can subclass
to create specific screens for their app.
Design patterns are proven solutions to common software development problems. They help
organize code to make it more maintainable, scalable, and testable.
• MVC is one of the most common design patterns in mobile development. It separates an
application into three components:
o Model: Represents the data and business logic. It directly manages the data, logic,
and rules of the application.
o View: Displays the data from the model to the user. It’s the UI layer.
o Controller: Acts as an intermediary between Model and View, processing user
input, and updating the View when the Model changes.
Example:
• In an iOS app, UIViewController acts as the Controller, UIView as the View, and data
objects (like a User class) represent the Model.
• MVVM is an improvement over MVC, often used in mobile development to separate the
logic more effectively and reduce the workload on controllers.
o Model: Handles the data.
o View: Displays the data and interacts with the user.
o ViewModel: Acts as a bridge between the Model and View. It transforms the data
from the model to make it easier for the view to present it.
Example:
• Singleton ensures a class has only one instance and provides a global point of access to
it. It is widely used in mobile development for managing shared resources like network
managers, logging, or database connections.
Example:
• A singleton DatabaseManager class in Android or iOS ensures that the app uses a single
instance of the database connection across all activities or view controllers.
Example:
• The Factory Pattern is used to create objects without exposing the instantiation logic to
the client. Instead, a factory method is used to create objects based on specific inputs.
Example:
Optimizing mobile apps is crucial for ensuring smooth performance, battery efficiency, and a
great user experience. Mobile devices are resource-constrained environments, so developers
must be mindful of performance bottlenecks and resource usage.
Memory leaks and poor memory usage can cause an app to crash or slow down, especially in
mobile environments with limited memory resources.
• Lazy Loading: Load data or resources only when needed. For example, load images or
data on-demand as the user scrolls, rather than loading everything at once.
• Minimize Overdraw: Avoid drawing the same pixel multiple times. Excessive overdraw
(where the UI is unnecessarily redrawn) can slow down the rendering process.
o In Android, use the GPU Overdraw tool to identify and reduce overdraw.
• Smooth Animations: Use hardware-accelerated animations where possible. In Android,
prefer using ConstraintLayout for complex layouts to avoid nested views. In iOS, use
Core Animation to offload animation tasks to the GPU.
Mobile apps that use too much power can lead to poor user experiences, as users might uninstall
apps that drain their battery excessively.
• Reduce Background Activity: Avoid long-running background tasks unless necessary.
Use background scheduling tools like WorkManager in Android or Background Fetch
in iOS to run tasks efficiently when the system allows it.
• Efficient Network Calls: Network calls are battery-intensive. Combine multiple network
requests into one, use data compression, and schedule updates to occur when the device
is on Wi-Fi or charging.
• Use Caching: Caching data (like images or API responses) locally can reduce the
number of network requests and improve battery life.
A slow app launch can frustrate users and result in app abandonment. Optimizing the app's
initialization process is essential.
• Lazy Initialization: Only initialize components or libraries when they are actually
needed, rather than initializing everything when the app starts.
• Optimize Resource Loading: Load resources such as images and fonts asynchronously
to avoid blocking the main thread during app startup.
• Batching Requests: Send fewer, larger requests instead of many small ones to reduce the
number of network calls, which can save both power and data usage.
• Efficient Data Transfer: Use protocols like HTTP/2 or gRPC for faster data
transmission, and consider WebSockets for real-time data transfer.
• Optimize JSON Parsing: Instead of using resource-heavy parsers, prefer using efficient
libraries like Moshi or Gson in Android and Codable in Swift for parsing JSON.
• Profiling Tools: Regularly use profiling tools to monitor memory, CPU, and battery
usage during app development.
o Android’s Android Profiler allows you to track CPU usage, memory
consumption, network requests, and app responsiveness.
o iOS’s Instruments offers similar features, enabling developers to profile their
apps’ performance and identify bottlenecks.
• Automated Testing: Use unit tests and UI tests to ensure that performance optimizations
do not introduce bugs. Android’s Espresso and iOS’s XCTest are great tools for this.
4. Conclusion
Lecture Title: Mobile Device Development: Platform Architecture and the App Life Cycle
Objective:
Mobile platform architecture defines how mobile operating systems (like Android and iOS)
handle applications, hardware, and system services. Understanding this architecture helps
developers create efficient and well-structured apps.
• Linux Kernel: The foundation of Android. The kernel provides the core system
functionalities such as hardware abstraction, process management, security, and power
management.
o Drivers: Handle hardware components like cameras, Wi-Fi, Bluetooth, and audio.
• Libraries: This layer includes various C/C++ libraries used by Android applications.
Key libraries include:
o WebKit: For web browsing.
o SQLite: For local database management.
o OpenGL ES: For 2D/3D rendering.
• Android Runtime (ART): The execution environment for Android applications.
o Each Android app runs in its own process with its own instance of the ART.
o ART uses Garbage Collection (GC) to manage memory allocation and release
unused objects.
• Application Framework: Provides higher-level services for applications.
o Activity Manager: Manages the lifecycle of apps.
o Content Providers: Facilitate data sharing between apps.
o Resource Manager: Manages resources like images, strings, layouts.
• Applications: The top layer where user-facing apps reside. Android apps interact with
the system through the application framework.
iOS architecture follows a layered structure similar to Android, but with a different design
approach. It consists of the following key layers:
• Core OS: The lowest layer that includes the XNU kernel, which provides low-level
services like file system access, memory management, and thread processing.
o Also includes security services such as encryption and sandboxing.
• Core Services: Provides essential services to all apps.
o Foundation Framework: Provides basic data structures, file handling, and
communication between apps.
o Core Data: Manages data storage and manipulation using object graphs and
relational databases.
• Media Layer: Handles graphics, audio, and video.
o Core Graphics: For 2D rendering.
o AVFoundation: For audio and video playback.
o Core Animation: Powers smooth animations and UI transitions.
• Cocoa Touch: The topmost layer, which interacts with the application.
o UIKit Framework: Provides the primary UI components (e.g., buttons, labels,
navigation).
o Event Handling: Manages touch gestures and UI events.
o Core Location: Manages location services for GPS-based functionality.
• Applications: The top layer where iOS applications reside, interacting with system
resources through Cocoa Touch.
Cross-platform frameworks allow developers to write a single codebase for both Android and
iOS apps. Popular frameworks include:
• Flutter: Uses the Dart language and a layered architecture to render apps natively on
both platforms.
• React Native: Uses JavaScript and a bridge to communicate between the mobile platform
and the app, allowing for near-native performance.
The app life cycle is a series of states through which an app passes from when it is launched until
it is closed. Each platform has its own specific life cycle management system.
Android’s life cycle is managed primarily through the Activity class. An Activity represents a
single screen with a user interface.
• onCreate(): Called when the activity is first created. Initialize components like views, set
up resources, and restore the app state.
• onStart(): Called when the activity is becoming visible to the user.
• onResume(): Called when the app enters the foreground and the user can start interacting
with the app.
• onPause(): Called when the system is about to put the app into the background. Apps
should save data or release resources here to avoid wasting memory.
• onStop(): Called when the app is no longer visible to the user. The activity may be killed
by the system to free up resources.
• onDestroy(): Called when the activity is finishing or being destroyed by the system.
• onSaveInstanceState(): Called before the app goes into the background, used to save the
UI state.
• onRestoreInstanceState(): Called when the activity is recreated to restore the saved
state.
• Android apps may be terminated by the system when resources are low, especially if the
app is in the background and not currently interacting with the user.
iOS apps operate under a more simplified and tightly controlled life cycle, centered around the
UIApplicationDelegate. Unlike Android, iOS apps can only run one app in the foreground at a
time, and their life cycle is influenced by the UIApplicationDelegate methods.
• application(): Called when the app is launched. Initialize app components here, such as
setting up the UI or loading persistent data.
• applicationWillEnterForeground(): Called when the app is about to enter the
foreground, moving from an inactive state.
• applicationDidBecomeActive(): Called when the app has become active and is now
interacting with the user. This is where you restart any paused tasks or refresh UI
elements.
• applicationWillResignActive(): Called when the app is about to move from the active to
the background state, such as during a phone call or when the home button is pressed.
• applicationDidEnterBackground(): Called when the app is fully in the background.
You should release resources and save user data at this point.
• applicationWillTerminate(): Called when the app is about to terminate. This is where
you should save final data and perform clean-up tasks.
• When an iOS app enters the background, it may be suspended or continue running for a
short period (e.g., to finish network requests). The system may terminate the app if
memory is required for the foreground app.
• iOS provides state preservation and restoration APIs that allow apps to save their state
when terminated and restore them on relaunch.
In frameworks like Flutter and React Native, the app life cycle is abstracted but still follows
similar patterns to native platforms.
• Save critical app data before the app transitions to the background, using persistent
storage or local databases like SQLite or Core Data.
• Ensure seamless transitions between life cycle states (e.g., resuming a paused app should
not reset the user’s progress).
• Handle network requests and background tasks appropriately. For example, in iOS, make
sure to use background fetch or task APIs when needed to handle background activities
without affecting performance.
5. Conclusion
Understanding platform architecture and app life cycles is critical to mobile development.
Android and iOS follow different life cycle patterns, but both provide mechanisms for managing
an app’s state, optimizing memory, and ensuring a smooth user experience. By following best
practices, developers can ensure that their apps perform well and handle life cycle events
appropriately across different platforms.
1. How does Android’s Activity life cycle differ from iOS’s app life cycle?
2. What are some common challenges developers face when handling app state during life
cycle transitions? 3
Lecture Model: History of Smartphones, Platforms, and Device Capabilities
Objective:
1. Introduction to Smartphones
Definition: A smartphone is a mobile device that combines cellular and computing functions in a
single unit, with advanced features like internet connectivity, apps, cameras, and touchscreens.
• 1973: Motorola engineer Martin Cooper made the first public mobile phone call on the
Motorola DynaTAC, considered the first mobile phone.
• Early mobile phones were bulky and used primarily for voice communication.
• Cellular Technology: Early phones operated on analog cellular networks, starting with
1G (First Generation), which was introduced in the 1980s.
• IBM Simon Personal Communicator (1994): Often credited as the first smartphone,
combining a mobile phone with PDA (personal digital assistant) features like a calendar
and email.
• Nokia Communicator (1996): Introduced the concept of integrating a phone with
productivity tools (email, fax, internet browsing), setting the stage for more advanced
devices.
• Symbian OS (1998): Developed by Nokia, this was one of the earliest mobile operating
systems to gain popularity. It featured multitasking and support for third-party apps.
• BlackBerry OS (1999): Developed by Research In Motion (RIM), BlackBerry devices
were known for their physical keyboards and became the go-to device for business users
due to their secure email services.
• Palm OS (1996): Initially a PDA operating system, it later powered early smartphones
with its touch interface and organizer features.
• Windows Mobile (2000): Developed by Microsoft, this OS introduced features like
multitasking and a desktop-like interface, primarily for business users.
2.3 The Modern Smartphone Era (2007 - Present)
• iPhone and iOS (2007): Apple’s introduction of the first iPhone revolutionized the
smartphone market with its full touchscreen interface, virtual keyboard, and app-based
ecosystem. It ran on iOS, which continues to be one of the leading platforms.
• Android OS (2008): Developed by Google, Android quickly became the dominant
operating system, known for its open-source nature and ability to run on a wide range of
devices.
• Closed Ecosystem: Apple tightly controls both hardware and software, ensuring a
seamless experience across its devices (iPhone, iPad, Apple Watch).
• Key Milestones:
o iOS 2 (2008): Introduced the App Store, allowing third-party developers to
distribute apps.
o iOS 7 (2013): Major design overhaul with a flat, modern aesthetic.
o iOS 14 and Beyond (2020-Present): Introduced customizable home screens,
widgets, and enhanced privacy features.
• Early smartphones primarily offered calls, messaging, and basic internet access.
• Over time, smartphones have become multifunction devices capable of handling tasks
traditionally reserved for PCs.
• 3G (2001): Introduced faster data speeds, enabling early mobile internet experiences.
• 4G/LTE (2009): Made mobile video streaming, social media, and high-speed internet
browsing commonplace.
• 5G (2019): Promises ultra-fast speeds, low latency, and supports emerging technologies
like the Internet of Things (IoT), augmented reality (AR), and virtual reality (VR).
• App Stores: The launch of the Apple App Store and Google Play Store has given
developers a platform to create a vast range of apps, from productivity tools to
entertainment and gaming.
• App Development Frameworks: Native development (e.g., Swift for iOS, Kotlin for
Android) and cross-platform frameworks (e.g., React Native, Flutter) have fueled the
growth of apps.
• Processors: Early smartphones had basic processors. Modern devices feature multi-core
processors (e.g., Qualcomm Snapdragon, Apple A-series) capable of handling complex
tasks like 3D gaming and AI computations.
• Memory: RAM has increased dramatically, from 512MB in early models to 12GB or
more in today’s flagship devices, enabling more powerful multitasking and better
performance.
• Storage: Internal storage has increased from a few MB in early devices to 512GB or
even 1TB, supporting large apps, high-quality video, and extensive photo libraries.
• Voice Assistants: Siri (Apple, 2011), Google Assistant, and Alexa (Amazon) integrate
AI to assist users in tasks like setting reminders, sending messages, and controlling smart
home devices.
• Artificial Intelligence: AI now powers camera functions, voice recognition, predictive
typing, and more, making smartphones smarter and more intuitive to use.
6. Future of Smartphones
• Samsung Galaxy Fold and similar devices are pushing the boundaries of screen
technology with foldable displays, offering more screen space in a compact form factor.
• Smartphones are central to the Internet of Things (IoT) ecosystem, controlling smart
home devices, wearables, and even smart vehicles.
7. Conclusion
The evolution of smartphones has been rapid, transitioning from simple communication devices
to powerful computing tools. As platforms like Android and iOS continue to dominate, new
capabilities such as AI, AR, and 5G promise to push the boundaries of what smartphones can
achieve in the future.
1. How have mobile platforms like iOS and Android shaped the app development
ecosystem?
2. What are the most significant changes in smartphone hardware over the past decade?
3. How do you think 5G will influence the next generation of smartphone applications?
This lecture provides a comprehensive overview of the history of smartphones, the evolution of
mobile platforms, and the expanding capabilities of modern mobile devices.
Lecture Model: Introduction to Mobile Device Programming
Objective:
Definition: Mobile device programming refers to the process of creating software applications
that run on mobile devices, such as smartphones, tablets, and wearables. These applications can
be developed for various operating systems, including Android, iOS, and others.
• Mobile devices have become integral to daily life, offering applications for
communication, entertainment, productivity, and more.
• The growing global reliance on mobile apps makes mobile development a highly sought-
after skill.
2.1 Android
• Developer: Google
• Programming Languages: Java, Kotlin
• Development Tools: Android Studio, Android SDK
• App Distribution: Google Play Store
2.2 iOS
• Developer: Apple
• Programming Languages: Swift, Objective-C
• Development Tools: Xcode, iOS SDK
• App Distribution: Apple App Store
• Windows Mobile: Microsoft’s mobile operating system (discontinued but used in legacy
systems).
• Wearable Platforms: WatchOS (Apple) and Wear OS (Google) for wearable devices.
3. Types of Mobile Applications
• Combine web technologies (HTML, CSS, JavaScript) with native shell wrappers (e.g.,
using Cordova or Capacitor).
• Advantages: Single codebase, easier maintenance, can access some native features.
• Disadvantages: Performance may not be as good as native apps.
• Apps developed using frameworks that allow a single codebase to work on multiple
platforms (e.g., Flutter, React Native).
• Advantages: Single codebase for iOS and Android, cost-effective.
• Disadvantages: May have limitations in accessing some platform-specific features.
• Define the purpose, target audience, and key features of the app.
• Create wireframes and UI/UX designs to outline the app's user interface and
functionality.
• Choose a Platform and Language: Depending on the target platform, choose the
appropriate programming language (e.g., Java for Android, Swift for iOS).
• Select a Development Environment: Use an IDE such as Android Studio (for Android)
or Xcode (for iOS).
• Write the Code: Develop the front-end (user interface) and back-end (logic, database
integration, APIs) of the app.
• Test the app across different devices, screen sizes, and operating systems.
• Ensure the app functions as expected without bugs, and it provides a smooth user
experience.
• The official IDE for iOS, iPadOS, watchOS, and macOS app development.
• Features: Code editor, Interface Builder, iOS Simulator, and support for Swift and
Objective-C.
• Reusable portions of UI that can be embedded into activities to create a dynamic user
experience.
6.4 Permissions
• Mobile apps often need explicit permissions to access features like the camera, location,
contacts, etc.
• Users must grant or deny these permissions when prompted.
• Designing an app that works seamlessly across various screen sizes and resolutions.
• Focus on the end-user by creating intuitive and easy-to-navigate interfaces. Use feedback
and testing to improve user experience (UX).
• Ensure the app is optimized for battery, memory, and CPU usage, as mobile devices have
limited resources.
7.3 Security
• Encrypt sensitive data, use secure APIs, and follow best practices to protect the app and
user data.
8. Conclusion
Mobile device programming is a rapidly evolving field that combines creativity with technical
skills. Understanding the core platforms (Android and iOS), application types, and development
workflows is essential for building high-quality mobile apps.
1. What factors influence the choice between native and cross-platform development?
2. How do app store guidelines impact the development and submission process?
3. What are the key security considerations for mobile apps?
This lecture introduces the basics of mobile device programming, guiding students through the
fundamental concepts, tools, and best practices required to develop mobile applications for both
Android and iOS platforms.
Lecture Model: Basic Mobile Programming Concepts and Definitions
Objective:
• Mobile Programming involves designing, writing, and testing software applications for
mobile devices such as smartphones and tablets.
• Mobile programming differs from traditional programming due to the constraints of
mobile devices (e.g., limited screen size, memory, battery life, etc.).
• Android: Based on Linux, developed by Google, and the most popular mobile platform
globally.
• iOS: Developed by Apple for their iPhone, iPad, and iPod Touch devices.
• Front-end: The user interface (UI) and experience (UX) of the app, what users see and
interact with.
• Back-end: The server, database, and business logic that power the app, often accessed
via APIs.
• Native App: Developed specifically for a platform (e.g., Android, iOS) using platform-
specific languages (Java/Kotlin for Android, Swift/Objective-C for iOS).
• Hybrid App: Built using web technologies (HTML, CSS, JavaScript) and then wrapped
in a native shell to be deployed as a mobile app.
• Web App: A mobile-optimized version of a website that runs in the browser.
• A collection of software tools and libraries that help developers build applications for a
specific platform (e.g., Android SDK, iOS SDK).
• A software suite that provides tools like a code editor, debugger, and compiler to
streamline the development process. Popular mobile IDEs include:
o Android Studio: For Android app development.
o Xcode: For iOS app development.
• A set of rules that allows different software systems to communicate with each other. In
mobile apps, APIs are commonly used to fetch data from servers or integrate third-party
services (e.g., Google Maps API).
• Emulator: A virtual device that mimics the hardware and software environment of a
mobile device for testing purposes (e.g., Android Emulator).
• Simulator: A tool that mimics the software environment of a mobile device without
mimicking the hardware (e.g., iOS Simulator).
• A design approach where an app's UI adapts to different screen sizes and resolutions,
ensuring it looks and works well on a variety of devices.
• The process of building apps that run on multiple platforms (Android, iOS, etc.) using a
single codebase. Popular frameworks for cross-platform development include:
o Flutter: Developed by Google, uses Dart.
o React Native: Developed by Facebook, uses JavaScript.
• A system that tracks changes to the code over time, allowing developers to manage
different versions of their app efficiently. Popular platforms include GitHub, GitLab, and
Bitbucket.
• Dart is a programming language optimized for building UIs. It's used in the Flutter
framework to build cross-platform apps.
5.1 Flutter
• A UI toolkit for building natively compiled applications for mobile, web, and desktop
from a single codebase.
• A JavaScript framework for writing real, natively rendering mobile applications for iOS
and Android.
5.3 Xamarin
• A Microsoft-owned framework that uses C# and .NET for cross-platform mobile app
development.
• Optimized UI/UX: Focus on user-friendly design, fast response times, and intuitive
navigation.
• Battery and Memory Efficiency: Code should minimize resource consumption to
preserve battery life and performance.
• Secure Coding: Ensure data is transmitted and stored securely, following industry
standards (e.g., encryption).
• Testing on Multiple Devices: Ensure your app functions well across different screen
sizes, hardware configurations, and operating system versions.
7. Conclusion
1. What are the major differences between native and hybrid apps?
2. How does cross-platform development impact app performance?
3. Why is responsive design critical in mobile development?
This structure introduces students to essential mobile programming concepts and provides them
with foundational knowledge for deeper learning.
Topic 8.
Android Development
Basics
Objective
By the end of this lecture, students will:
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="match_parent"
android:layout_height="match_parent">
<TextView
android:id="@+id/textView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello, World!" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Click Me" />
</LinearLayout>
Android Class File and
Manifest File
Lecture Objective:
Explain the structure of an Android project, focusing on class files and the
AndroidManifest.xml file.
Key Concepts:
• Class File: Defines the logic for the activity (e.g., MainActivity.java).
• Manifest File: Declares essential information about the app, such as
permissions, components (activities, services, etc.), and metadata.
Android Class File and
Manifest File
Explanation:
• Class Files:
⚬ Each activity has a corresponding Java/Kotlin class.
⚬ E.g., MainActivity.java includes lifecycle methods like onCreate().
• AndroidManifest.xml:
⚬ Declares each activity.
⚬ Permissions (e.g., internet access).
⚬ Declares app-wide configurations.
Android Class File and
Manifest File
xml
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.myapp">
<application>
<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
Intents and Filters
Lecture Objective:
Understand how to use intents to navigate between activities and
communicate between components.
Key Concepts:
• Intent: A messaging object used to request an action from another
app component (e.g., starting a new activity).
• Intent Filters: Used in the manifest to specify what intents an
activity or service can respond to.
Intents and Filters
Types of Intents:
java
Lecture Objective:
Learn the basic structure of an Android activity class and how to
handle UI interactions in Java.
Key Concepts:
• onCreate(): The entry point for activity creation.
• findViewById(): Access UI elements from the XML layout.
• Event Listeners: Handle button clicks, etc.
Coding the Java Activity
Code Example:
java
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Key Concepts:
• Emulator Setup: How to configure Android Virtual Device (AVD) to
test apps.
• Build Process: Building the APK (Android application package) file.
• Run: Deploy and test the app using Android Studio or on a physical
device.
User Inputs
Lecture Objective:
Learn how to handle user input via EditText fields and retrieve the data in an
activity.
Key Concepts:
• EditText: Used to take input from the user.
• getText(): Retrieve text input from the EditText widget.
Code Example:
java
Lecture Objective:
Teach how to create alert dialog boxes for user notifications or
confirmation.
Key Concepts:
• AlertDialog: A modal dialog that prompts the user with a message
and potential actions (e.g., OK, Cancel).
Alert Dialog Box
Code Example:
java
new AlertDialog.Builder(this)
.setTitle("Alert")
.setMessage("Are you sure?")
.setPositiveButton(android.R.string.yes, new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int which) {
// Do something on confirmation
}
})
.setNegativeButton(android.R.string.no, null)
.show();
Event Handling
Lecture Objective:
Understand how to handle different user events, such as button
clicks, touch events, and gestures.
Key Concepts:
• Event Listeners: Functions that listen for user interactions like
button clicks.
• onClickListener: Commonly used to handle button click
events.
Using Variables in Android
Lecture Objective:
Understand how to declare and use variables within Android activity
classes to store and manipulate data.
Key Concepts:
• Local Variables: Declared inside methods.
• Instance Variables: Declared inside the class but outside methods to
maintain state across different methods.
Using Variables in Android
Example:
java
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Overview
int a = 10;
int b = 5;
int sum = a + b; // Addition
int diff = a - b; // Subtraction
int product = a * b; // Multiplication
int quotient = a / b; // Division
int remainder = a % b; // Modulus
Mathematical Operations in
Android
Common Use Cases
int x = 20;
int y = 15;
int result = x + y;
System.out.println("The sum is: " + result);
Logical Operations
Operations: Example:
Overview
Syntax Example
• This retrieves the selected item from a Spinner and converts it to a string
for further use.
GetSelectedItem() Method
Practical Example
• Imagine a country selector in a form:
Purpose
• The SetText() method is used to update the text displayed in a TextView
or EditText component.
Syntax Example
TextView textView = (TextView) findViewById(R.id.textView);
textView.setText("Hello, World!");
Practical Example
TextView resultView = (TextView) findViewById(R.id.resultView);
int result = 50;
resultView.setText("Result: " + result);
RadioButton
<RadioButton
android:id="@+id/radio_option1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 1" />
<RadioButton
android:id="@+id/radio_option2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 2" />
</RadioGroup>
RadioButton
<CheckBox
android:id="@+id/checkbox_option1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 1" />
<CheckBox
android:id="@+id/checkbox_option2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Option 2" />
CheckBox
if (checkBox1.isChecked()) {
// Perform action for CheckBox 1
}
if (checkBox2.isChecked()) {
// Perform action for CheckBox 2
}
Spinner
<Spinner
android:id="@+id/spinner"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>
Spinner
Java Example: JAVA
Spinner spinner = findViewById(R.id.spinner);
ArrayAdapter<CharSequence> adapter = ArrayAdapter.createFromResource(this,
R.array.spinner_items, android.R.layout.simple_spinner_item);
adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item);
spinner.setAdapter(adapter);
spinner.setOnItemSelectedListener(new AdapterView.OnItemSelectedListener() {
@Override
public void onItemSelected(AdapterView<?> parent, View view, int position, long id) {
String selectedItem = parent.getItemAtPosition(position).toString();
// Perform action with the selected item
}
@Override
public void onNothingSelected(AdapterView<?> parent) {
}
});
Using RadioButton, CheckBox, and
Spinner Controls
Key Points:
Launcher icons are the visual representation of your app on the home screen or in
the app drawer. A well-designed launcher icon improves the visual identity of your
app.
Important Note:
Android 8.0 (API level 26) introduced Adaptive Icons, which allow the system to
display different shapes (e.g., circle, square) based on user preferences.
Conditional Statements in Android
If-Else Statement
The if-else statement executes a block of code if a condition is true, and another
block of code if it’s false.
SwitchStatement
A switch statement allows you to select one of many code blocks to execute,
based on the value of an expression.
Example: java
Syntax: java int day = 2;
switch (day) {
switch (variable) { case 1:
case value1: System.out.println("Monday");
// Code for value1 break;
case 2:
break;
System.out.println("Tuesday");
case value2: break;
// Code for value2 case 3:
break; System.out.println("Wednesday");
break;
default:
default:
// Code for default case System.out.println("Invalid day");
} }
Conditional Statements in Android
Key Points:
• Q2: Customize the launcher icon for your app with an image of your
choice.
• MediaRecorder Class
• Usage: Capture and store audio. JAVA
• Setup: Java
⚬ Declare permissions in AndroidManifest.xml: MediaRecorder recorder = new MediaRecorder();
recorder.setAudioSource(MediaRecorder.AudioSource.MIC);
XML
recorder.setOutputFormat(MediaRecorder.OutputFormat.THR
<uses-permission
EE_GPP);
android:name="android.permission.RECORD_AUDIO" />
recorder.setAudioEncoder(MediaRecorder.AudioEncoder.AMR
<uses-permission
_NB);
android:name="android.permission.WRITE_EXTERNAL_S
recorder.setOutputFile(filePath);
TORAGE" />
⚬ Initialize MediaRecorder:
Audio Capture
• Definition: Recording audio using the device’s microphone.
• Class: MediaRecorder
• Methods: Various methods to configure and control audio recording.