Mobile Development Microsoft Mobile Platforms With by act50979

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									Mobile Development
Microsoft Mobile Platforms

With acknowledgement to Rob Miles
Department of Computer Science
Introduction

 A bit of history
   > Where the Pocket PC came from
   > Where the Smartphone came from
   > Pocket PC Phone Edition
 At bit of architecture
   > How the platforms run the programs
   > Why managed code is wonderful
 A bit of construction
   > The tools you will need
Pocket PC

 Originally called the “wallet
    PC”
   Launched in 1996 with Version
    1.0 of Windows CE
   Superseded in the following
    year with Version 2.0
   Initially available in keyboard
    and keyboard-less versions
 Breakthrough Pocket PC:
 Compaq Ipaq
 This was the first device to
  deliver on performance, display
  and battery life
   > 120MHz processor
   > 32MB of RAM
   > Flash ROM
   > RS232 and IR ports
   > 240x320 TFT colour display
State of the art Pocket PC
by circa 2005

 Dell Axim V50s
  > 624Mhz Processor
  > 64MB RAM
  > 480x640 colour display
  > WIFI and Bluetooth
  > 3D Graphics accelerator
 Windows Mobile 5 upgradeable
 £150 less than the original
 IPAQ!
Smartphone

 In 2001 Microsoft announced that it
    would be launching a range of
    Smarpthones (codenamed
    "Stinger")
   The Smartphones would be
    "Windows based"
   The version of Windows in question
    was Windows CE 3.0
   Launched in October 2002 with
    Orange SPV
Breakthrough Smartphone:
SPV E200

 First to deliver on performance
 and battery life:
  > 32MB user memory
  > Built in Bluetooth support
  > Built in camera
  > Smartphone 2003 Operating System
  > .NET Compact Framework
State of the art Smartphone
2005: SPV C500

 Launched in August 2004
  > 64MB of internal memory
  > Fast internal processor (200 MHz)
  > Small form factor
  > Runs Windows Mobile 2003
    Second Edition
 Being replaced by the C550
 which adds Media Player
 10 for protected content
Pocket PC Phone Edition

 Combines PDA with phone
  > Launched in July 2002
  > 206-MHz Intel StrongArm
    processor
  > 32MB RAM
  > Based on Pocket PC 2002
Breakthrough Device:
XDA II

 Launched in April 2004
  > 400MHz Processor
  > 128MB RAM
  > Camera
  > Bluetooth
  > Windows Mobile 2003
State of the Phone Edition:
XDA IIS



 Launched in April 2005
  > Integrated Keyboard
  > Improved performance
Later Devices: 3G

 First 3G Windows
 Mobile Device
  > Branded as Orange M5000
  > VGA resolution display
    (640x480)
  > WIFI support
  > Two cameras
  > Windows Mobile 5.0
 Want one? It never
 really „took off?”
Other devices of note

 Gizmondo
  > Offers a Windows CE based gaming
    platform with GPS, GPRS and 3D
    Acceleration built in
  > Licensed developers only (sadly)
 Imate JAM
  > Very small Pocket PC phone edition
  > New form factor for Pocket PC
The Future…

 The development of the devices over the last
  few years has been amazing
 The systems are going to get more powerful
  and more connected
 Location based behaviour is now very easy to
  implement in systems
Architecture

 If you write programs for the mobile devices
  you should plan to work in the Compact
  Framework using “managed” code
 This makes your programs
  > Portable
  > Safe
  > Easy to write
  Managed and Native Code


 Managed        .NET Compact
 Code User        Framework
  Program       Class Libraries
                                    Native (Unmanaged Code) User
                                               Program

.NET Compact Framework Common
Language Runtime


             Processor and Operating System Services
Native (unmanaged) code

 Programs are compiled to
    machine code for the target
    processor
   Created in C++ or Visual Basic
    and compiled for the specific
    hardware in the device
   Has direct access to the
    processor instruction set
   Scary stuff for uber-geeks
Managed Code

 Programs execute within a
    managed environment
   Microsoft Common Intermediate
    Language CIL (MSIL) is Just In
    Time compiled on the target
    device (No
   Code is not produced for a
    specific target hardware
   Code is validated before
    execution
   Helps programmers sleep at
    night
Managed Code is Better
(unless you know better...!)



 You should concentrate on managed code
 development
   > it is easier and faster to create
   > programs are inherently more reliable and easier to debug
 However, we need to be aware that there is a
 performance penalty for working this way
   > the first time a method is called the run time system must "Just In
     Time" compile the CIL code for that method into machine code
   > this can lead to delays when programs start up and, sometimes
     during execution when new classes are loaded
Inside a Managed Code
Program
 Because the executable
  is a .NET program you
  can use ILDASM and
  other tools to
  manipulate it
 You could even create
  CIL applications for
  mobile devices if you
  wish
P/Invoke is your friend

 If you need to get “down and dirty”
    from managed code you can use
    Platform Invoke (P/Invoke)
   This provides marshalling of data to
    and from calls to native methods
   You will use this to access some
    parts of the operating system the
    Compact Framework cannot reach:
     > Device Data: Battery Life etc
     > Placing Calls and SMS messages
So, Rules To Code By

 Use Managed Code wherever possible
 Good reasons to use Native Code:
  > You *really* want speed
  > You *really* want to drive the hardware directly
  > You are being paid *really* large sums of money to do it
 Compromise
  > If you need native code, put it in a native code library and
    then talk to it via the Platform Invoke (P/Invoke) mechanism
Writing the Code

 You can use C#
 You can use Visual Studio
 A lot of the forms behaviours map directly
  across to the mobile platform
 You do not need a real device for
  development
  > Ultimately you must implement on a real device: You will
    need a carrier to enable you to place phone calls or
    send/receive SMS messages
Visual Studio 2008 and
2005 Professional

 These are a significant advance over Visual
  Studio 2003
 The Forms editor now functions with a more
  complete emulation of the mobile device
  display
 The emulation of the devices is now at
  processor level and the „metaphor‟ is very
  realistic
Deploying the Program

 When the program is executed from within
  Visual Studio it is copied into a directory on
  the target device and executed from there
 It is possible to deploy the program just as an
  executable file by copying it into a directory on
  the Smartphone using the ActiveSync
 For professional deployment you must build
  an installer
Debugging

 The debug tools are very powerful
 You can:
  > Pause an executing program
  > Add a breakpoint to an executing program without stopping it
 These facilities work on the target device too
 You must however have used Debug mode to
  build the application
 The Remote Display Power tool can be useful
  here
Finding the Program

 The more recent mobile
  phones are shipped with
  file browser programs you
  can use to find and run the
  executable directly
 Pocket PC owners can
  use the built in file browser
Developers Toolkits…
 To start to develop you need:
 Visual Studio 2005/2008
 Professional Edition
  > Active Sync. 4.5
 Powertoys
  > You may also want to get the Microsoft
    Power Toys
  > http://www.microsoft.com/windowsxp/dow
    nloads/powertoys/xppowertoys.mspx
  > Note: Only XP supported: Windows 7
    ..Watch this space..!
  Also, NOT supported by Microsoft
Call to Action

 The devices out there are getting really
  powerful and connected
 They are about as easy to write for as
  desktop machines
 This is a new and rapidly evolving area where
  the scope for innovation is huge
 So get out there and get started!

								
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