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1 - History of Mobile Computing

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1 - History of Mobile Computing

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2023390023
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A Brief History of Mobile Computing

TOPIC 1
Topic Outline

1. Wireless Technology
2. Telephony and Messaging concept
3. Mobile Computing Concept
1. Wireless Technology
In the Beginning
 The telephone is one of the greatest inventions of
mankind
 It revolutionized communications, enabling us to
communicate across great distances.
 Telephone was used only to carry out analog voice
communication over electrical wire
 The invention of wireless communication enables phone
communication over electromagnetic signal subsequently
leading to the development of cellular/mobile phones
In the Beginning
 The advancement in digital signal processing (DSP)
enables digital information to be carried out over
communication
 This gave birth to 2nd Generation wireless telephony
technology (2G), which enables the sending of SMS text,
picture messages, multimedia messages (MMS) and
internet communication
 The mobile phone no longer being used solely for the
purpose of analog voice communication
Evolution of Devices
Evolution of Devices
 However, the modern mobile phone is no longer used
solely for ‘communication purposes’
 Modern mobile phones have been imbued with
processing power and high-resolution screen which can
rival even the classic desktop computers.
 In fact, modern mobile phone is capable of doing nearly
everything that can be done with a desktop computer –
with the potential for more meaningful relevance to our
daily activity
Evolution of Mobile Devices
 Brick Era
 Candy Bar Era
 Feature Phone Era
 Smartphone Era
 Touch Era
Evolution of Mobile Devices: Brick Era
 First generation of mobile device (circa 1975-1988)
 Bulky, has chord. Also known as suitcase phone, has large
battery pack.
 This is because Brick Era phone require enormous
transmission power to reach the nearest cell tower site, in
which in that era were few and far between.
 Only provide analog voice communication and only useful to
those who require constant communication or those who work
on the field
 It was very expensive and only used by specific group of
people
Evolution of Mobile Devices: Brick Era
Suitcase Phone
Evolution of Mobile Devices: Candy Bar Era
 Candy Bar is a term to describe the long, thin, rectangular
form factor of most mobile devices used during the era
(1988-1998)
 Mark the shift towards second-generation 2G technology
and SMS
 Number of cell towers exploded by increased demand, has
reduced the device power requirements. Thus, candy bar
era phones are significantly smaller.
 Devices in this era are getting progressively more
affordable to the masses
Evolution of Mobile Devices: Candy Bar Era
Evolution of Mobile Devices: Feature Phone Era
 The Feature Phone (1998-2008) marks the
incorporation of computing power to mobile phone
 This opened the floodgates to variety of use and services
on the phone such as listening to music, taking photos and
introduces internet (post-WAP) on a phone.
 Feature Phone Era introduces the concept of
customizable content (custom ringtones, applications,
games)
Evolution of Mobile Devices: Feature Phone Era
Evolution of Mobile Devices: Smartphone Era
 The Smart Phone Era occurred at the same time as the Feature
Phone and Touch Era (2005-now?)
 Smartphone have almost the same capabilities as Feature
Phone, except Smartphone incorporate multi-tasking
operating system.
 Most Smartphone also shares common operating system and
applications developed for smartphone often can be shared
across devices that share common operating system
 Example: Symbian applications can be shared across several
mobile phones which runs Symbian OS
 3G technology is prevalent within Smartphone era (video-call
and HSDPA offering high speed data and network capacity)
Evolution of Mobile Devices: Smartphone Era
Evolution of Mobile Devices: Touch Era
 The Touch Era beginnings is marked by the launch of the
first iPhone back in 2008.
 The Touch Era phone distinct itself from Smartphone era
devices on the virtue of its input which uses multi-touch
touchscreen.
 Touch Era phone also includes a standard set of sensors
(as defined by its operating systems: accelerometer,
magnetometer, gyroscope, Location-aware, GPS)
 The form of similarities between Touch Era devices and
Smartphone era devices are they are still using common
operating system platform
Evolution of Mobile Devices: Touch Era
Exercise
 Differentiate between feature phone and smartphone
 Briefly explain the importance having wireless
communication device
 Differentiate between touch era phone and smartphone
2. Telephony and Messaging
Telephony History
 First wireless experiments
 1888: Heinrich Hertz – spark generator
 1894: Guglielmo Marconi – Ring a bell 30
ft away
 Broadcast radio – 1920
 Photographs transmitted by radio – • Pagers (widely used) – 1985
1924
• Candy Bar Era Phone – 1988-
 Mobile Radio to Police Cars – 1926
1998
 Satellite Systems for Telephony – 1962
• Feature Phone – 1998-2008
 Cordless Telephones – 1980
• Smartphone Era – 2005
 Brick Era Phone – 1975-88
• Touch Era - 2008
1G, 2G, 3G Networks
 1G
 Circuit-switched, analog signals, Voice only
 2G
 Circuit-switched, digital signals, voice or data overlay, 9 kbps or
19 kbps
 2.5G - GPRS, why it is called 2.5G?
 3G
 Packet-switched, Transparent roaming, 2Mbps, Identification of
caller location
1G, 2G, 3G,4G Networks
 1G introduced by AT&T in 1983, only analog cellular
telephony.
 2G introduced in 1987 in Europe. Three primary
wireless standards:
 TDMA (Time Division Multiple Access)
 GSM (Global System for Mobile Communications)
 CDMA (Code Division Multiple Access)
 2.5G supports faster wireless data services, GSM
extensions.
 3G & 4G provide wider bandwidth and higher data
rates for mobile users.
1G, 2G, 3G, 4G and 5G Networks
 1G, 2G, 3G, 4G and 5G
 G – stands for GENERATION
 Each Generation is defined as a set of telephone network
standards , which detail the technological implementation
of a particular mobile phone system.
 The aim of wireless communication is to provide high
quality, reliable communication just like wired
communication(optical fibre) and each new
generation of services represents a big step(a leap
rather) in that direction
1G, 2G, 3G and 4G Networks
 Each generation has requirements that specify things like
throughput, delay, etc. that need to be met to be
considered part of that generation.
 Each generation built upon the research and development
which happened since the last generation.
1G Network
 1G is an analog technology and the phones generally had poor battery life
and voice quality was large without much security, and would sometimes
experience dropped calls .
 These are the analog telecommunications standards that were introduced in
the 1980s and continued until being replaced by 2G digital
telecommunications
 The very first generation of commercial cellular network was introduced in
the late 70's with fully implemented standards being established
throughout the 80’s
 Nippon Telegraph and Telephone (NTT) launched 1G network in 1979,
 The United States has approved the first 1G operations with Motorola
DynaTAC and Nokia Mobira Talkman becoming the first mobiles phones to
see widespread use in that country.
2G Network

 The main difference between the two mobile telephone


systems (1G and 2G), is that the radio signals used by
1G network are analog, while 2G networks are digital
 Main motive of this generation was to provide secure
and reliable communication channel. It implemented
the concept of CDMA and GSM
 During 2G Cellular phones are used for data also along
with voice. The advance in technology from 1G to 2G
introduced many of the fundamental services that we
still use today, such as SMS, internal roaming ,
conference calls, call hold and billing based on services
2G Network
 Initially 2G data transfer speed is only around
9.6kbit/sec
 The maximum speed of 2G with General Packet Radio
Service ( GPRS ) is 50 Kbps or 1 Mbps with Enhanced
Data Rates for GSM Evolution ( EDGE ).
 Before making the major leap from 2G to 3G wireless
networks, the lesser-known 2.5G and 2.75G was an
interim standard that bridged the gap.
3G - Third Generation
 The 3G standard utilises a new technology called
UMTS as its core network architecture - Universal
Mobile Telecommunications System.
 This network combines aspects of the 2G network
with some new technology and protocols to deliver a
significantly faster data rate.
 Based on a set of standards used for mobile devices
networks that comply with the International Mobile
Telecommunications-2000 ( IMT-2000 )
specifications by the International
Telecommunication Union
3G – Third Generation
 One of requirements set by IMT-2000 was that speed
should be at least 200Kbps to call it as 3G service.
 3G has Multimedia services support along with streaming
are more popular.
 3G increased the efficiency of frequency spectrum by
improving how audio is compressed during a call, so more
simultaneous calls can happen in the same frequency
range.
3G – Third Generation
 The UN's International Telecommunications
Union IMT-2000 standard requires stationary
speeds of 2Mbps and mobile speeds of 384kbps for
a "true" 3G.
 The theoretical max speed for HSPA+ is 21.6 Mbps
 A 3G phone cannot communicate through a 4G
network , but newer generations of phones are
practically always designed to be backward
compatible, so a 4G phone can communicate through a
3G or even 2G network .
3G – Third Generation
 The 3G network is due for worldwide shutdown,
to free up the spectrum for 5G network
 Malaysia is shutting down its 3G networks by the
end of 2021.
 United States is going to shutdown its 3G network
at the end of 2023.
 The planned obsoletion of 3G network may affect
legacy embedded devices which rely on 3G to
communicate such as home security systems,
medical devices and vehicle SOS systems.
3G – Third Generation (affected devices)
4G – Fourth Generation Network
 4G is a very different technology as compared to 3G and
was made possible practically only because of the
advancements in the technology
 4G is also known as Long-Term Evolution (LTE) standard.
 4G was first commercially deployed in Oslo, Norway and
Stockholm, Sweden in 2009
 Provide high speed , high quality and high capacity to
users while improving security and lower the cost of
voice and data services and multimedia applications
 Maximum speed of a 4G network when the device is
moving is 100 Mbps
 Max speed of 4G network when stationary is 1 Gbps
4G – Fourth Generation Network
 Unlike 3G which is based on circuit switch and packet
switched network. 4G is based on packet switching
only.
 4G devices also offers Voice over Long-Term
Evolution or VoLTE
 VoLTE has more voice and data capacity compared to
the older 3G UMTS and 2G GSM.
 VoLTE offers superior voice quality over phone call
compared to UMTS and GSM.
5G – Fifth Generation Network
 The 5th generation network will support a data speed
from 50Mbps to more than 4Gbps
 5G reduces the latency 30 milliseconds in early
deployment stage.
 The standards bodies involved are aiming for 5G to
delivery data at 20Gbps speed and 1ms latency,
 5G networks use a type of encoding called OFDM, which
is similar to the encoding that 4G LTE uses.
 Unlike previous generation. 5G generations are designed
to cater for low power devices like sensors and
embedded computing and aims to support Virtual and
Augmented Reality applications.
SMS: Short Message Service
 A messaging service supported by cell phones that
allows short text messages to be sent between mobile
devices.
 All GSM phones support SMS, but not all CDMA or
TDMA support SMS.
 SMS train consumers to use mobile phone for non-
voice communication
 SMS messages are handled via a short message
service center that the cellular provider maintains
for the end devices
SMS Character Limit
 The SMSC sends SMS with a maximum payload of 140 octets,
limiting the SMS to 160 characters using 7-bit encoding.
 Thus, older Candy Bar era phones SMS are limited to 160
characters
 Trivia: This is inherited by Twitter before 2012, where twitter
only support tweets with 140 characters or less. (the other
20 characters are reserved for advertisement blurbs)
 In modern phones, longer messages are allowed to be sent but
are split internally to cater for 160 characters limit.
 So, if a user sends a message containing 363 characters. The
SMS will be split into 3 packets (160*3 = 480) and charged as
three SMS, although the receiver will read it as one ‘virtual’
SMS.
SMS: Short Message Service
 SMS can also be used to send binary data over the air
 Customized Ringtones and wireless bitmap graphic are
typically exchanged over binary SMS during the Feature
Phone Era
SMS: Short Message Service
The SMS Protocol Stack comprises of FOUR (4)
layers:
 Application layer
 Transfer layer
 Relay layer
 Link Layer

Adapted from: Brown, J., Shipman, B., & Vetter, R. (2007). SMS: The short message service. Computer, 40(12).
Typical SMS Applications
CONSUMERS
1. Person to person messaging (chat with friends)
2. Interactive Information services (getting weather forecast)
3. Entertainment services (download a ringtone)

CORPORATE
1. Notification & alert services: (Emergency broadcast messages,
ShortCode)
2. Managing contacts & Appointments (Outlook Integration)
3. Content Push – pushing information or content to subscribers
Adapted from: Brown, J., Shipman, B., & Vetter, R. (2007). SMS: The short message service. Computer,
40(12).
SMS Advantages: Is it still relevant?
Although SMS is an older technology, SMS still has its
own appeal, some of the SMS advantages in the modern
world are:
 Support modern and older devices, including
embedded device.
 Almost guaranteed to work on any mobile network.
 Can be used to send text messages programmatically
 Support Application-to-person (A2P) use-case,
machine base
SMS Advantages
 Reliable and can (almost) guaranteed to work on any
mobile devices.
 SMS messages can be sent to devices without internet
connection (if it is connected to a GSM network).
 SMS messages can be sent even if the receiver’s
device is switched off.
 Supports sending to multiple receivers and supports
broadcast.
 Can be used in Application-to-Person (A2P) or
Machine-to-Machine (M2M) applications
Risks and Attack Associated with SMS
 SMS Spoofing
 Attackers can replace the originating Sender ID with
alphanumeric text, mispresenting its origin and impersonating
legitimate sender.
 SMS Phishing
 Often combined with spoofing where the users may be baited
into sending private information or clicking on the URL
presented in the messages.
 SMS Spam
 Unsolicited SMS messages to users’ devices
Risks and Attack Associated with SMS
 SMS Subscription Fraud
 Unscrupulous company subscribe mobile phone user to
premium SMS service without their consent.

 Denial of Service Attack


 Attacker can install malware on various affected mobile
devices as part of coordinated Denial of Service attack to
send thousands of SMS to target victim device, effectively
jamming the SMS functionality of the target victim device.
MMS: Multimedia Messaging Service
 The Multimedia Messaging Service (MMS) has the
ability to send and receive messages comprising a
combination of text, sound, images and video over mobile
devices
 MMS is a more advance version of the current SMS (Short
Messaging Service)
 MMS is a standard set by 3rd Generation Partnership
Project (3GPP)
MMS Network
3. Mobile Computing Concept
Mobile Computing Concepts
Divided into Device Characteristics and User Characteristics:

 Mobile Device Characteristic  Mobile User Characteristic


 Portable  Mobile

 Connected  Interruptible, Easily Distracted

 Limited Storage  Available

 Limited Power  Socialible

 Limited Resource  Identifiable

•Barbara Ballard.(2007).“Designing the Mobile User Experience”, John Wiley and Sons. ISBN 978-0470033616 (Page: 10-16)
Mobile Devices Characteristics
 Mobile Device Characteristic
1. Portable
2. Connected
3. Limited Storage
4. Limited Power
5. Limited Resource
 Barbara Ballard.(2007).“Designing the Mobile User Experience”, John Wiley and Sons. ISBN 978-
0470033616 (Page: 10-16)
Portable
 Mobile device are designed to be movable and portable
 It is meant to be carried by its user and kept close by
 This also means that the data stored inside mobile device
should be portable too
 Mobile devices are also expected to be used at a moment
notice (user don’t plan-ahead before using mobile device)
 Ad-hoc uses due to its portability must be reflected in the
device usability and user interface. Information presented
should be concise and UI must be clear and less verbose.
Connected
 Mobile devices are meant to be connected and are expected to
be connected to any form of network
 Even the most primitive form of mobile device is connected to a
GSM network
 A mobile device without connection is useless
 Users expect to use mobile device to connect with other users.
 This very concept is also extended to modern smart phones
where most users expect mobile applications to be connected
(i.e: Calendar application that can be syncronized, Dropbox
application, Google Drive, Facebook mobile)
Limited Storage
 Due to its nature, mobile device will always have relatively
limited storage. This trend will continue in the foreseeable
future.
 Early phones only have limited space to store contact
names and phone numbers (typically limited to 256-512
‘slots’)
 Later candy-bar era phones allows users to store notes
and reminders in a built in memory (usually not more
than 1024k)
Limited Storage
 Even by current standards, mobile phones still in need of
‘extra’ storage.
 Storage space is still one the deciding factor in buying
phones. Whether it supports external memory card or if
the phone comes with complimentary cloud storage
facility.
 Application designed for mobile device should always
minimize the use of storage or at least offload the storage
to a remote location (by using cloud storage facility)
Limited Power
 One can argue that there is no ‘unlimited’ power
 However, in mobile device – power is significantly limited by its
battery capacity
 Factor that affects battery drains:
 Weak cell tower signal
 Extensive processing cycles
 Extensive use of sensors (GPS, NFC, Magnetometer, light sensor etc)
 Connectivity (Mobile data, WiFi, Bluetooth)
 Screen activity
 Background process activity
 A good application should keep battery drains to a minimum level
Limited Resource
 Resource in mobile device refers to its memory,
processing capabilities and connectivity.
 Memory (or RAM) is limited in mobile device.
Applications should reuse objects and discard objects that
are out of scope to conserve memory.
 Devices will often stalled when it runs out of memory
during use.
 Processing power in mobile devices is usually constrained
to conserve battery and to reduce heat. Application that
uses extensive and prolong computation usually offloads
them to remote server.
Limited Resource
 Mobile device has limited connectivity
 This is due to:
 Unreliable network coverage
 Limited network cell capacity (overcrowding)
 Subject to interference (signal bounces off barrier, noise)

 Mobile device also suffers from frequent disconnection.


 Application designed for mobile device should be
tolerant to unreliable speed and connectivity
Mobile User Characteristics
1. Mobile
2. Interruptible, Easily Distracted
3. Available
4. Socialable
5. Identifiable

 Barbara Ballard.(2007).“Designing the Mobile User Experience”, John Wiley and Sons.
ISBN 978-0470033616 (Page: 10-16)
Mobile
 Mobile users are mobile. They may move while
using the application or between instances of
application
 Physical location and social context may change while mobile
user are travelling
 Users may be in rush hour traffic, in a meeting, in class, on a
bus or train, at the library, in the restroom.
 Some resources may not expected to be available while
mobile: Internet connectivity, storage, notes, familiar locations,
etc.
 Information stored on a remote computer may not be available
while users are mobile
Interruptible, Easily distracted
 Mobile users are easily distracted
 Users attention may be distracted by his environment or
social cues.
 Example: a user in a bus station writing an SMS may be
distracted by bus departure announcement.
 Tasks performed on mobile device should always be
expected to be interruptible.
 Writing SMS or watching videos on mobile can always be
interrupted by a phone call.
Available
 Converse side to interruptibility is that mobile users are
always available to remote friends and contacts.
 The purpose of mobile devices is to make its users
‘available’. (why own one if you don’t want to make
yourself available? ☺☺)
 Mobile devices are likely to be close to users wherever the
user goes (restroom, bedroom, in the class, etc)
 In fact, Many people feel uncomfortable when separated
from their devices
1. Lasen, Amparo (2002). A Comparative Study of Mobile phone use in Public Places in London. University of Surrey
Digital World Research Center.

2.Cumiskey, Kathleen M. "“Surprisingly, Nobody Tried to Caution Her”: Perceptions of Intentionality and the Role of
Social Responsibility in the Public Use of Mobile Phones." Mobile Communications. Springer London, 2005. 225-236.
Socialable
 A voice call is socially and technologically assumed
between two or more people
 Sociability is a key metaphor in mobile app design.
 Sociability in mobile phone is a means to reach others
around you, to be able to communicate whether verbally
or in written form or to immerse in other form of digital
social interactions (giving digital gifts, receiving
invitations, playing games together, sharing memorable
photos)
 Users may not be interested to use applications without
the element of sociability,
Identifiable
 Because devices are personal, they are usually unique to a
single users, exception to this rule is RARE.
 This identification includes – unique phone numbers, user
account, SIM card, email addresses, contact lists.
 Mobile devices are usually tied to a single user. People
sharing mobile device is extremely RARE
 Therefore, application designed for mobile devices
SHOULD NOT ask for users for login credential each time
when accessing the app.
Exercise
1. List THREE(3) Mobile Device Characteristics
2. List THREE(3) Mobile User Characteristics
3. Mobile application needs to take account into Mobile
Device Characteristic and Mobile User Characteristic.

Briefly explain the concept of “portable” and “Limited


Storage” device characteristic in relation to mobile
application.
Platform Proliferation
Platform Proliferation
 Platform proliferation and device fragmentation is prevalent in
mobile devices
 Unlike desktop computer market which commonly use Intel x86
based machine, mobile devices comes in many different machine
architecture
 This led to different operating system and different machine code
binaries produced for each machine architecture
 Additionally, different manufacturers championed their own
operating system and set of system libraries for their own devices.
 Some manufacturers supported several different OS for their devices.
(eg: Samsung uses Tizen, Bada, Windows Mobile and Android on
their devices)
Sample Platform Proliferation
Platform Proliferation
 Platform proliferation is unavoidable due to the nature of
mobile devices market and the nature of mobile device
architecture.
 However, platform proliferation poses problem to
application developer and service providers.
 This is because developers has to support different
devices, operating system and device features for the same
application.
Platform Proliferation
Examples of Mobile Device OS Platform
 Android - mainly uses Kotlin and Java
 iOS (iPhone and iPad) – mainly uses Swift and Objective-C
 Windows Mobile – mainly uses C# (discontinued)
 Tizen - mainly uses JavaScript and C
 KaiOS – mainly uses JavaScript / React
Platform Proliferation
 Different platforms available to users means users are
divided when buying their device
 Application developers may have to choose which
platform to support
 Some users will not be able to use certain applications
which are available on another platform.
 Complexity of maintaining software increases.
 There is also issues in maintaining compatibility between
platform and interoperability. Certain platform has
restrictions which are not present on another platform.
Device Fragmentation
Device Fragmentation
 Device Fragmentation is a situation where devices
for a platform has vastly different specification, features or
capabilities.
 Device Fragmentation also refers to device within the same OS
Platform but implements API differently
 Device Fragmentation can occur within the same
platform and is more common in Android and Windows Mobile.
 iOS reduces this problem by tightly coupling their OS with their
device (iOS only available to iPhones, iPods and iPads)
 Android and Windows Mobile on the other hands is used in
devices produced by different manufacturers.
Device Fragmentation
Device Fragmentation
Device Fragmentation (Android)
Device Fragmentation (iOS)
Device Fragmentation
 Not all mobile devices are created equal
 This is mainly because of differences of
implementation between platform vendors.
 Additionally, platform vendors produces wide
selection of mobile devices model to target different
part of the market segment (Entry level, Mid-range,
Flagship)
 A good developer will design the mobile application
which support the widest range of devices available
regardless of fragmentation problem.
Device Fragmentation (Android)
Device Fragmentation: Hardware Fragmentation
 Hardware Fragmentation usually presents on
mobile devices as the vendors produces mobile
devices with different specification to cater certain
market segments.
 Common market segments:
 Entry-Level
 Mid-Range
 Premium
 Flagship
 Specialized / Targeted
Device Fragmentation (Android)
Device Fragmentation: Hardware Fragmentation
 An entry-level mobile device usually do not have all the hardware
implementation on Premium-class or Flagship mobile device.
 Common Hardware fragmentation:
 Biometric / Fingerprint sensor
 Gyroscope
 Ambient Light Sensor
 Proximity Sensor
 Air Pressure Sensor (Barometer)
 Grip Sensor
 Temperature Humidity sensor
 Screen Size / Screen Density
 Number of Cameras and Camera Resolution
Examples of Device Fragmentation
 Examples of Hardware Fragmentation:
1. An application which relies on Fingerprint sensor
for authentication must be designed so it could
work on devices which does not have Fingerprint
sensor to avoid unintentional device lockout.
2. An Entry-Level mobile device without gyroscope
would not be able to support application which uses
Augmented Reality exclusively.
3. Two devices may have the same 5.5” screen size but
may have different resolution pixel-density. This
may affect icon sizes and User-Interface element
placements.
Device Fragmentation: API Fragmentation
 API stands for Application Programming Interface.
 API is essentially a function or method calls made to
the operating system to perform certain tasks or for
accessing hardware sensors or implementation.
 API Fragmentation happens when there are
changes made to system libraries or API calls which
sufficiently alters it behavior from previous API
implementation.
 Example: Android frequently documented new API
changes which are incompatible with previous API
level.
Examples of Device Fragmentation
 API Fragmentation
 Abu and Faisal both uses Samsung Galaxy A9 which was released in
2019. The device originally shipped with Android 8.0 operating
system (API level 26). However, unbeknownst to Abu, his device has
been automatically upgraded to Android 9.0 (API level 28)
 One day Faisal introduced Abu to a third-party location-based game
which offers treasure hunts challenges based on user-location.
 However, Unlike Faisal who can play the location-based game
successfully, Abu found out that his mobile device is unable to report
nor registers his current location.
 Thus, Abu thought his device is faulty. Although, in reality there are
changes in API level 28 which makes it reacts differently to certain
API calls involving location access.
API Fragmentation : Android API Changes
Documentation
 Android 8.0 (API 26) -
(https://developer.android.com/about/versions/oreo/android-8.0-
changes
 Android 9.0 –(API 28)
https://developer.android.com/about/versions/pie/android-9.0-
changes-28
 Android 10 – (API 29)
https://developer.android.com/about/versions/10/behavior-changes-
10
 Android 11 – (API 30)
https://developer.android.com/about/versions/11/behavior-changes-
all
Device Fragmentation
 Further reading on Device Fragmentation
 http://www.comp.nus.edu.sg/~damithch/df/device-
fragmentation.htm
 http://curioustester.blogspot.com/2015/01/device-
fragmentation-how-to-tame-bull.html
 http://mashable.com/2012/05/16/android-fragmentation-
graphic/
In short..
 Platform Proliferation means – too many platforms
to choose from
 Device Fragmentation - there are many devices with
different size, specifications, capabilities and API to
target applications for.
Exercise
a) Define Platform Proliferation in Mobile Device
b) Describe problem poses by Platform Proliferation in
Mobile Device
c) Describe Mobile Device Fragmentation
d) Differentiate between Device Fragmentation and
Platform Proliferation
e) Give TWO(2) examples of Device Fragmentation.
Topic Outline

1. Wireless Technology
2. Telephony and Messaging concept
3. Mobile Computing Concept
End of Lecture

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