This research provides a complete understanding of the mobile software marketplace. The reader will learn about mobile applications from the inception and evolution of applications on mobile platforms, to current market trends. The state of the current market is defined through current market statistical data, financial and sales trends, user surveys, and assessing the impressions of news media outlets. Each of the top hardware and software platforms are reviewed and evaluated to provide a thorough understanding of the competitive landscape of the smart phone market. This research is an essential read for any organization directly or indirectly involved in the mobile marketplace.
Target Audience:
This research is a necessary read for all of the following: Wireless Carriers, MVNOs and other network providers, Mobile Handset and Smart Phone manufacturers and software developers, large and small software development companies entering or in the mobile space, advertising executives and potential advertisers, traditional bricks or e-commerce companies interested in mobile, any organization interested in monetizing their investment in the mobile space.
2 DEFINITION OF A MOBILE APP 9
2.1 WHAT SEPARATES AN APP FROM A BUNDLED DEVICE FEATURE? 9
2.2 EXAMPLES OF CURRENT MOBILE APPS 9
3 HISTORY OF MOBILE PLATFORM PROGRAMMING 10
3.1 THE FIRST WIDGET 10
3.2 HARDWARE WIDGETS? 10
3.3 HARDWARE AND SOFTWARE EVOLUTION 12
3.3.1 Hardware evolution 12
3.3.1.1 The Smartphone revolution 12
3.3.2 Development platform evolution 13
3.3.2.1 Palm 13
3.3.2.2 WAP, WML, and HTML 14
3.3.2.2.1 HTML and Mini Browsers 15
3.3.2.2.2 Adobe, Flash, and SilverLight 15
3.3.2.2.3 JavaScript 15
3.3.2.2.4 AJAX 16
3.3.3 Development future 16
4 PLATFORM ARCHITECTURES 17
4.1 PLATFORM SPECIFIC DEVELOPMENT 17
4.1.1 Symbian 17
4.1.2 Windows Mobile, Windows Phone 7 18
4.1.3 Blackberry OS 19
4.1.4 iPhone OSX 20
4.1.5 Linux 21
4.1.6 Palm OS 22
4.1.7 Danger Hiptop, SideKick 22
4.1.8 Android 23
4.2 PORTABLE APP DEVELOPMENT 24
4.2.1 J2ME Platform 24
4.3 WEB BASED APPS 25
4.3.1 WAP/WML/XML 25
4.3.2 HTML 26
4.3.2.1 Browser Constraints by Platform 26
5 KEY DEVELOPMENT CONCEPTS 26
5.1 SIZE CONSTRAINTS 27
5.1.1 Compact Code 27
5.1.2 Compact File Space 27
5.2 DISPLAY CONSTRAINTS 28
5.2.1 Display Sizes and Standards 28
5.2.2 Multiple Displays 29
5.3 INPUT AND CONTROLS 29
5.3.1 Input device types 29
5.3.1.1 Keypad 30
5.3.1.2 Keyboard 30
5.3.1.3 Touch Screen 30
5.3.1.4 Scroll Wheel 31
5.3.1.5 Thumb Sticks, Roller Balls, and Direction Pads. 31
view all Consumer Electronics Research Reports
Target Audience:
This research is a necessary read for all of the following: Wireless Carriers, MVNOs and other network providers, Mobile Handset and Smart Phone manufacturers and software developers, large and small software development companies entering or in the mobile space, advertising executives and potential advertisers, traditional bricks or e-commerce companies interested in mobile, any organization interested in monetizing their investment in the mobile space.
Published: March 2012
No. of Pages: 210
Price: Single User License: US$ 1995 Corporate User License: US$ 4995
No. of Pages: 210
Price: Single User License: US$ 1995 Corporate User License: US$ 4995
2 DEFINITION OF A MOBILE APP 9
2.1 WHAT SEPARATES AN APP FROM A BUNDLED DEVICE FEATURE? 9
2.2 EXAMPLES OF CURRENT MOBILE APPS 9
3 HISTORY OF MOBILE PLATFORM PROGRAMMING 10
3.1 THE FIRST WIDGET 10
3.2 HARDWARE WIDGETS? 10
3.3 HARDWARE AND SOFTWARE EVOLUTION 12
3.3.1 Hardware evolution 12
3.3.1.1 The Smartphone revolution 12
3.3.2 Development platform evolution 13
3.3.2.1 Palm 13
3.3.2.2 WAP, WML, and HTML 14
3.3.2.2.1 HTML and Mini Browsers 15
3.3.2.2.2 Adobe, Flash, and SilverLight 15
3.3.2.2.3 JavaScript 15
3.3.2.2.4 AJAX 16
3.3.3 Development future 16
4 PLATFORM ARCHITECTURES 17
4.1 PLATFORM SPECIFIC DEVELOPMENT 17
4.1.1 Symbian 17
4.1.2 Windows Mobile, Windows Phone 7 18
4.1.3 Blackberry OS 19
4.1.4 iPhone OSX 20
4.1.5 Linux 21
4.1.6 Palm OS 22
4.1.7 Danger Hiptop, SideKick 22
4.1.8 Android 23
4.2 PORTABLE APP DEVELOPMENT 24
4.2.1 J2ME Platform 24
4.3 WEB BASED APPS 25
4.3.1 WAP/WML/XML 25
4.3.2 HTML 26
4.3.2.1 Browser Constraints by Platform 26
5 KEY DEVELOPMENT CONCEPTS 26
5.1 SIZE CONSTRAINTS 27
5.1.1 Compact Code 27
5.1.2 Compact File Space 27
5.2 DISPLAY CONSTRAINTS 28
5.2.1 Display Sizes and Standards 28
5.2.2 Multiple Displays 29
5.3 INPUT AND CONTROLS 29
5.3.1 Input device types 29
5.3.1.1 Keypad 30
5.3.1.2 Keyboard 30
5.3.1.3 Touch Screen 30
5.3.1.4 Scroll Wheel 31
5.3.1.5 Thumb Sticks, Roller Balls, and Direction Pads. 31
view all Consumer Electronics Research Reports