Mobile app development: Difference between revisions

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This page summarizes the known differences between the most popular mobile platform development options. It is not intended to be an absolute guide to the various mobile development platforms, instead it is to help guide developers in choosing a mobile platform for development.
 
== Evaluation Criteria ==
 
# ''Learning Curve'' is based on interviews and discussions with developers, and is both an indication of "time before [[Hello world]]" as well as ease of accessing advanced features.
# ''Mobile [[Integrated Development Environment]]'' is based on the availability of
#* Code Completion
#* Invalid Syntax Highlighting
#* Syntax Highlighting
#* Syntax Analysis
#* Refactoring
#* Debugging
# ''Emulator'' is based on availability and integration with development emulation options
# ''Low-Level Access'' includes the capability of accessing various forms of mobile device functionality
# ''Crippled Providers'' includes mobile device carriers that reduce functionality provided by the device hardware
 
== Mobile Development Comparison ==
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! [[.NET_Compact_Framework|.Net Compact]]
! Web Browser Based
|-
! colspan="7" | Results
|-
|
| style="background:#aaaaffccccff;" | Ideal for speed-critial applications with a long timeline and options for significant development investment.
| style="background:#aaaaffccccff;" | Ideal for an all-around solution, if the J2ME platform provides the needed functionality
| style="background:#aaaaffccccff;" | Ideal for for initial prototyping and concept testing when functionaluty falls outside J2ME, and easier to get started with than Symbian
| style="background:#aaaaffccccff;" | Ideal for Graphics-heavy options with a market that can support the FlashLite player
| style="background:#aaaaffccccff;" | Ideal for deployment on homogenious Pocket-PC devices
| style="background:#aaaaffccccff;" | Ideal for lightweight functionality, a web-interface for an existing application with no latency concerns, or a widely varying platform base
|-
! colspan="7" | Application Development
|-
! Foundation
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| [[C_Sharp|C#]], [[Visual_Basic_.NET|VB.NET]], Managed C++
| [[XHTML]] ([[Wireless_Application_Protocol|WAP]] 2.0), [[Wireless_Markup_Language|WML]] ([[Wireless_Application_Protocol|WAP]] 1.2)
|-
! colspan="7" | Application Development
|-
! Learning Curve
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| style="background:#aaffaa;" | CAB Files
| style="background:#aaffaa;" | N/A
|-
! colspan="7" | Results
|-
|
| style="background:#aaaaff;" | Ideal for speed-critial applications with a long timeline and options for significant development investment.
| style="background:#aaaaff;" | Ideal for an all-around solution, if the J2ME platform provides the needed functionality
| style="background:#aaaaff;" | Ideal for for initial prototyping and concept testing when functionaluty falls outside J2ME, and easier to get started with than Symbian
| style="background:#aaaaff;" | Ideal for Graphics-heavy options with a market that can support the FlashLite player
| style="background:#aaaaff;" | Ideal for deployment on homogenious Pocket-PC devices
| style="background:#aaaaff;" | Ideal for lightweight functionality, a web-interface for an existing application with no latency concerns, or a widely varying platform base
|}
 
== Evaluation Criteria ==
 
# ''Learning Curve'' is based on interviews and discussions with developers, and is both an indication of "time before [[Hello world]]" as well as ease of accessing advanced features.
# ''Mobile [[Integrated Development Environment]]'' is based on the availability of
#* Code Completion
#* Invalid Syntax Highlighting
#* Syntax Highlighting
#* Syntax Analysis
#* Refactoring
#* Debugging
# ''Emulator'' is based on availability and integration with development emulation options
# ''Low-Level Access'' includes the capability of accessing various forms of mobile device functionality
# ''Crippled Providers'' includes mobile device carriers that reduce functionality provided by the device hardware
 
 
=== Resources ===