안녕하세요. 이번에는 첫째아이를 위해 구매한 휴대용 DVD플레이어를 소개해 드릴게요. 

가격이 가장 저렴한 것을 찾았어요.

 

 

 

liedao 9.8인치 포터블 TV DVD CD 플레이어 캠핑 야외 장거리 여행시 : 순복마켓

영화 게임 음악 드라마 어학공부 등등 장소에 구애받지 않고 편리하게 사용

smartstore.naver.com

이 제품이에요. 가격은 69,000원이에요.

화면은 9.8인치이고 TV와 연결해서 사용 할 수 도 있어요. 물론 카드리더를 사용해서 사용도 가능해요.

 

 

특이하게 게임 기능도 있어요.

본체와 구성품이에요. 아래 사진을 보면 게임 패드도 있어요.

 

동봉된 DVD를 넣으면 다양한 게임들이 있어요. 대부분 추억의 게임들이에요.

 

두께는 성인 손가락 두마디 정도에요. 그리고 화질은 너무 기대 하지마세요. 가격만큼만 하는 화질이에요.

아이들 동요 틀어주는 용도로 구매 한 것이라 화질은 기대 안하고 구매한 제품이에요.

 

저렴한 가격에 다양한 기능 들어있는 제품을 찾으려면 제격이죠. 하지만..아이들이 스마트폰을 더 좋아해요.

저거 사다 놓고 2번 돌리고.....다시 스마트폰을 찾더라구요.(뽀로로와 핑크퐁의 힘은 대단 한 것 같아요.)

 

 

그럼 간단한 DVD플레이어 리뷰를 마칠게요.

 

 

사전예약만해도 화끈하게 1,000다이아 쏜다!!!!

 

appfing.com

 

한 줄 설명

커플앱 비트윈은 연인과 더 사랑스럽게 소통하고 소중한 추억을 손쉽게 저장할 수 있는 어플입니다.

캠페인 소개

실수로 모든 톡과 사진을 잃어버린 적이 있다면? 

연인에게 보낼 톡을 잘못 보낸 적이 있다면? 

기념일을 깜빡한 적이 있다면? 

 

지금 시작하세요.

 

#연인과 더 사랑스럽게 대화하세요! 

둘만의 메신저 비트윈에서 풍부한 무료 이모티콘과 내 얼굴로 만든 움짤로 더 사랑스럽게 채팅하세요! 

#소중한 추억을 손쉽게 저장하세요!
둘만의 사진첩, 동영상, 다이어리 메모까지! 

손쉽게 저장할 수 있어요. 휴대폰을 바꿔도 비트윈에 그대로 남아 있어요!

#기념일부터 스케쥴까지 한 번에 확인하세요!
서로의 스케쥴도, 둘만의 디데이, 기념일도 비트윈에서 확인하세요! 

함께 쓰는 캘린더와 기념일 자동 계산기까지~ 

위젯 기능을 사용하여 사귄날짜나 데이트일정 디데이를 더 편하게 확인하세요!

#언제 어디서나 둘만의 대화! 비트윈을 사용하세요!
대학생 커플도, 결혼을 앞둔 예비 부부도! 

비트윈 PC버전과 무료 통화 기능을 사용하여 언제 어디서나 연인과의 대화를 이어갈 수 있어요! 

비트윈의 모든 자료는 암호화되어 철저하게 보호되니, 안심하고 사용하세요!

https://appfing.com/8744205

 

커플앱 비트윈은 연인과 더 사랑스럽게 소통하고 소중한 추억을 손쉽게 저장할 수 있는 어플입니다.

 

appfing.com

 

새로운 갤럭시노트10 사전예약 출시, 갤럭시워치 액티브2 사은품 무료증정 혜택.

 

갤럭시노트10 사전예약을 엠엔프라이스(mnprice.com)에서 신청하고 가장 먼저 받아보세요.

갤럭시노트10 사전예약을 통해 혜택 / 증정 새로운 소식을 빠르게 전해드립니다.

 

※ 갤럭시노트10 사전예약 엠엔프라이스 혜택 안내

 

■ 혜택 1. 새로운 갤럭시노트10 프리미엄 사은품 혜택

   지금까지 이런 프리미엄 사은품은 없었다. 100% 선택 증정

    - 번호이동

         1. 닌텐도 스위치

         2. 갤럭시워치 액티브2 (블루투스 모델)

         3. 갤럭시A50 (직구, 듀얼유심)

         4. 와사비망고 UHD 4K 43인치 TV

         5. 삼성전자 2세대 듀얼 무선충전기+갤럭시 버즈

 

    - 기기변경

         1. 갤럭시워치 액티브2(블루투스 모델)

         2. 와사비망고 UHD 4K 43인치 TV

         3. 갤럭시 A30(직구, 듀얼유심)

         4. 갤럭시 A20(직구, 듀얼유심)

         5. 삼성전자 2세대 듀얼 무선충전기+갤럭시 버즈

 

■ 혜택 2. 갤럭시노트10 사전예약 선착순 즉시 결제 할인 무이자 혜택 지원

   -  즉시 결제 최대 할인 25% + 22개월 무이자 혜택 + 25% 요금할인 까지. (선착순 500명)

 

 

■ 혜택 3. 특별한 G포인트로 내마음대로 사은품 선택 증정!

   - 50여개 사은품을 내맘대로 선택이 가능한 G포인트 증정

 

 

■ 혜택 4. 100%증정, 갤럭시노트10 사전예약 구매고객 삼성전자 제조사 사은품 및 통신사 사은품

   - 추후 공개 COMMING SOON!

 

 

■ 혜택 5. 1+1 둘이 사면 더 좋다  프리미엄 사은품 증정

    - 1+1= 2명이상 개통시 BIG BIG 사은품 혜택 (지인/가족 2명이상 개통시)

        1. 오큘러스 퀘스트 VR (64G) 2019 NEW

        2. 소니 플레이스테이션4(PS4) PRO

        3. 삼성전자 무풍 큐브 공기청정기(14평형)

        4. 유로휠 EURO8 전동 킥보드

        5. LG전자 프라엘 더마 LED 마스크

        6. LG 시네빔 PH550S

 

 

■ 이벤트 - 엠엔프라이스(mnprice.com) 갤럭시노트10 사전예약 다양한 이벤트

       1. [이벤트1] 카톡 리뉴얼 기념 엠엔프라이스가 쏜닭! 100명에게 치킨을 쏩니다. (개통자 추첨)

       2. [이벤트2] 카카오톡 플친 갤럭시노트10 2만원 할인쿠폰 증정!

       3. [이벤트3] 스타벅스 무료음료권 & 텀블러 300명 증정. (개통자 추첨)

       4. [이벤트4] 엠엔프라이스 무한적립 추천존 오픈 추천하고 경품, 용돈 받아가세요!

       5. [이벤트5] 매번 찾아오는 갤럭시노트10 사고싶은 이유? 버거먹어 (댓글 이벤트) 롯데리아 불고기버거 셋트 증정.

 

 

사전예약 10년 노하우 회원 15만명의 파워!

갤럭시노트10 사전예약은 엠엔프라이스에서!

https://appfing.com/8682340

 

새로운 갤럭시노트10 사전예약 출시, 갤럭시워치 액티브2 사은품 무료증정 혜택

 

appfing.com

 

한 줄 설명

노트10 예약대란! U Shop에서 최대127만원 할인!

캠페인 소개

마침내 기다리고 기다리던 갤럭시 노트10 공개와 함께 사전예약이 시작되었는데요

갤럭시노트10 사전예약 대란 속, 절대! 놓치면 안되는 특급혜택이 있다는 것 아시나요?

 

여러 통신사가 앞 다퉈 예약신청 대전을 벌이고 있는 가운데

노트10 구매자 전원에게 갤럭시핏 무료 증정은 기본!

▶ 오직 U+Shop에서만 무려 127 만원의 할인과 추가 경품 혜택을 제공하고 있습니다.

 

갤럭시 노트 10 최대 127만원 특급 할인&경품 혜택 리스트~!

 

[할인혜택]

-중고폰 보상 : 62만원

-제휴카드 할인 : 60만원

-제휴포인트 : 평균 5만원

-위약금 면제: 기존 유플러스고객 위약금 0원(*재약정 진행 시 위약금 발생 할 수 있음)

 

[경품혜택]

-미국디즈니랜드 여행상품권

-삼성노트북 Pen S

-삼성 무선청소기 제트

-하만카돈 블루투스 스피커

-삼성 올블랙 스마트빔

-보토 에어프라이어

-신세계 상품권 5만원권 / 3만원권

※추첨을 통해 지급됩니다.

 

오직 U+Shop에서만 제공되는 특급혜택!

망설이면 놓쳐요!ㅠ_ㅠ 지금 바로 노트10 예약하고 특급 할인&경품 혜택 받아가세요~~

https://appfing.com/5662850

 

노트10 예약대란! U Shop에서 최대127만원 할인!

 

appfing.com

 

토스 행운퀴즈로 유플러스샵 노트10 특가가 등장했다.

9일 토스는 "총 3천만원의 행운상금이 걸린 첫번째 퀴즈는 유플러스샵 고객이라면 누구나 OOO 없이 노트10으로 기기변경 가능!"이라는 문구와 함께 "OOO에 들어갈 단어는 무엇일까요?"라고 문제를 냈다.

 

https://dailyfeed.kr/6486546/156532091326

 

유플러스샵 노트10 특가, OOO 없이 기기변경 가능 '퀴즈 출제'

토스 행운퀴즈로 유플러스샵 노트10 특가가 등장했다. 9일 토스는 '총 3천만원의 행운상금

dailyfeed.kr

 

토스 행운퀴즈로 유플러스샵 노트10 특가가 등장했다.

9일 토스는 "총 3천만원의 행운상금이 걸린 첫번째 퀴즈는 유플러스샵 고객이라면 누구나 OOO 없이 노트10으로 기기변경 가능!"이라는 문구와 함께 "OOO에 들어갈 단어는 무엇일까요?"라고 문제를 냈다.

 

https://dailyfeed.kr/6486546/156532091326

 

유플러스샵 노트10 특가, OOO 없이 기기변경 가능 '퀴즈 출제'

토스 행운퀴즈로 유플러스샵 노트10 특가가 등장했다. 9일 토스는 '총 3천만원의 행운상금

dailyfeed.kr

 

안녕하세요. 이번에는 APOINT 충전식 블루투스 마우스를 구매해서 간단리뷰를 해보려고해요.

구매한 이유는 갤럭시북에 같이 사용하려고 샀어요.

https://hicomputing.tistory.com/52?category=740867

 

삼성전자 갤럭시북 12.0 WIFI 태블릿PC 리뷰-2

안녕하세요. 저번에 이어서 삼성전자 갤럭시북 12.0 WIFI 태블릿PC 리뷰-2를 작성합니다. 삼성전자 갤럭시북 12.0 WIFI 태블릿PC을 리뷰는 하나만 하려 하였으나 1편에 작성한데로 박스를 회사에 놓고 오는 바람에..

hicomputing.tistory.com

위의 제품과 같이 사용하려고 해요. 일단 가지고 다니기 편해야 하고 건전지가 안들어가는 충전식을 찾았어요. 그래야 가볍고 건전지 떨어졌을때 난처한 상황도 없거든요. 당연 무소음이었어야 하고요.

그래서 찾은 것이 APOINT 충전식 블루투스 마우스에요,

 

https://coupa.ng/bh9xV8

 

에이포인트 충전식 무소음 블루투스 마우스 M302 무선

COUPANG

www.coupang.com

지금 포스팅도 에이포인트 마우스를 활용해서 작성하고 있어요.

포장 상태에요. 포장은 깔끔하게 잘 되어 있어요.

구성품이에요. 가운데 작은 하얀색 버튼보이시죠?? 저건 DPI를 조절 하는 버튼인데.. 쉽게 설명드리자면 버튼을 마우스 커서 움직이는 속도를 조절 할 수 있어요.

마우스 앞에 보면 충전 할 수 있는 충전 포트가 있어요. 약간 불안한게 포트가 약간 구부정하게 있어요. 다행히도 기능에는 이상 없더라구요.(하마터면 일회용 마우스가 될뻔...)

마우스 왼쪽위에 스위치를 아래로 내리면 전원이 켜져요. 오른쪽 상단에 조그마한 동그란 버튼을 누르고 갤럭시북의 블루투스 아이콘을 클릭하면 페어링이 되요. 페어링은 쉽게 되었어요.

딱히 어려울 건 없더라구요. 클릭시 소음도 완전 무소음은 아니지만 선풍기 틀어놓고 사용하면 소리가 나는지 않나는지 모르겠구요, 집중해서 들으면 약간 소리가 나요. 하지만 가격 대비 성능으로 보면 무진장 만족하고 있어요.

가벼워서 들고 다니기도 무난 하거든요.

그럼 에이포인트 충전식 무소음 블루투스 마우스 간단리뷰를 마치겠어요~

 

출처 - 마이크로 소프트

Mobile software development lifecycle

Building mobile applications can be as easy as opening up Visual Studio, throwing something together, doing a quick bit of testing, and submitting to an App Store – all done in an afternoon. Or it can be an extremely involved process that involves rigorous up-front design, usability testing, QA testing on thousands of devices, a full beta lifecycle, and then deployment a number of different ways.

In this document, we’re going to take a thorough introductory examination of building mobile applications, including:

  1. Process – The process of software development is called the Software Development Lifecycle (SDLC). We’ll examine all phases of the SDLC with respect to mobile application development, including: Inception, Design, Development, Stabilization, Deployment, and Maintenance.
  2. Considerations – There are a number of considerations when building mobile applications, especially in contrast to traditional web or desktop applications. We’ll examine these considerations and how they affect mobile development.

This document is intended to answer fundamental questions about mobile app development, for new and experienced application developers alike. It takes a fairly comprehensive approach to introducing most of the concepts you’ll run into during the entire Software Development Lifecycle (SDLC). However, this document may not be for everyone, if you’re itching to just start building applications, we recommend jumping ahead to the Introduction to Mobile Development guide and then coming back to this document later.

Mobile development software lifecycle

The lifecycle of mobile development is largely no different than the SDLC for web or desktop applications. As with those, there are usually 5 major portions of the process:

  1. Inception – All apps start with an idea. That idea is usually refined into a solid basis for an application.
  2. Design – The design phase consists of defining the app’s User Experience (UX) such as what the general layout is, how it works, etc., as well as turning that UX into a proper User Interface (UI) design, usually with the help of a graphic designer.
  3. Development – Usually the most resource intensive phase, this is the actual building of the application.
  4. Stabilization – When development is far enough along, QA usually begins to test the application and bugs are fixed. Often times an application will go into a limited beta phase in which a wider user audience is given a chance to use it and provide feedback and inform changes.
  5. Deployment

Often many of these pieces are overlapped, for example, it’s common for development to be going on while the UI is being finalized, and it may even inform the UI design. Additionally, an application may be going into a stabilization phase at the same that new features are being added to a new version.

Furthermore, these phases can be used in any number of SDLC methodologies such as Agile, Spiral, Waterfall, etc.

Each of the these phases will be explained in more detail by the following sections.

Inception

The ubiquity and level of interaction people have with mobile devices means that nearly everyone has an idea for a mobile app.Mobile devices open up a whole new way to interact with computing, the web, and even corporate infrastructure.

The inception stage is all about defining and refining the idea for an app. To create a successful app, it’s important to ask some fundamental questions. Here are some things to consider before publishing an app in one of the public App Stores:

  • Competitive Advantage – Are there similar apps out there already? If so, how does this application differentiate from others?

For apps that will be distributed in an Enterprise:

  • Infrastructure Integration – What existing infrastructure will it integrate with or extend?

Additionally, apps should be evaluated in the context of the mobile form factor:

  • Value – What value does this app bring users? How will they use it?
  • Form/Mobility – How will this app work in a mobile form factor? How can I add value using mobile technologies such as location awareness, the camera, etc.?

To help with designing the functionality of an app, it can be useful to define Actors and Use Cases. Actors are roles within an application and are often users. Use cases are typically actions or intents.

For instance, a task tracking application might have two Actors: User and Friend. A User might Create a Task, and Share a Task with a Friend. In this case, creating a task and sharing a task are two distinct use cases that, in tandem with the Actors, will inform what screens you’ll need to build, as well as what business entities and logic will need to be developed.

Once an appropriate number of use cases and actors has been captured, it’s much easier to begin designing an application.Development can then focus on how to create the app, rather than what the app is or should do.

Designing mobile applications

Once the features and functionality of the app have been determined, the next step is start trying to solve the User Experience or UX.

UX design

UX is usually done via wireframes or mockups using one of the many design toolkits. UX mockups allow the UX to be designed without having to worry about the actual UI design:

When creating UX mockups, it’s important to consider the interface guidelines for the various platforms that the app will target. The app should "feel at home" on each platform. The official design guidelines for each platform are:

  1. Apple - Human Interface Guidelines
  2. Android  Design Guidelines
  3. UWP  UWP Design basics

For example, each app has a metaphor for switching between sections in an application. iOS uses a tab bar at the bottom of the screen, Android uses a tab bar at the top of the screen, and UWP uses the Pivot or tab view.

Additionally, the hardware itself also dictates UX decisions. For example, iOS devices have no physical back button, and therefore introduce the Navigation Controller metaphor:

Furthermore, form factor also influences UX decisions. A tablet has far more real estate, and so can display more information. Often what needs multiple screens on a phone is compressed into one for a tablet:

And due to the myriad of form factors out there, there are often mid-size form factors (somewhere between a phone and a tablet) that you may also want to target.

User interface (UI) design

Once the UX is determined, the next step is to create the UI design. While UX is typically just black and white mockups, the UI Design phase is where colors, graphics, etc., are introduced and finalized. Spending time on good UI design is important and generally, the most popular apps have a professional design.

As with UX, it’s important to understand that each platform has it’s own design language, so a well-designed application may still look different on each platform:

Development

The development phase usually starts very early. In fact, once an idea has some maturation in the conceptual/inspiration phase, often a working prototype is developed that validates functionality, assumptions, and helps to give an understanding of the scope of the work.

In the rest of the tutorials, we’ll focus largely on the development phase.

Stabilization

Stabilization is the process of working out the bugs in your app. Not just from a functional standpoint, e.g.: “It crashes when I click this button,” but also Usability and Performance. It’s best to start stabilization very early within the development process so that course corrections can occur before they become costly. Typically, applications go into Prototype, Alpha, Beta, and Release Candidatestages. Different people define these differently, but they generally follow the following pattern:

  1. Prototype – The app is still in proof-of-concept phase and only core functionality, or specific parts of the application are working. Major bugs are present.
  2. Alpha – Core functionality is generally code-complete (built, but not fully tested). Major bugs are still present, outlying functionality may still not be present.
  3. Beta – Most functionality is now complete and has had at least light testing and bug fixing. Major known issues may still be present.
  4. Release Candidate – All functionality is complete and tested. Barring new bugs, the app is a candidate for release to the wild.

It’s never too early to begin testing an application. For example, if a major issue is found in the prototype stage, the UX of the app can still be modified to accommodate it. If a performance issue is found in the alpha stage, it’s early enough to modify the architecture before a lot of code has been built on top of false assumptions.

Typically, as an application moves further along in the lifecycle, it’s opened to more people to try it out, test it, provide feedback, etc. For instance, prototype applications may only be shown or made available to key stakeholders, whereas release candidate applications may be distributed to customers that sign up for early access.

For early testing and deployment to relatively few devices, usually deploying straight from a development machine is sufficient.However, as the audience widens, this can quickly become cumbersome. As such, there are a number of test deployment options out there that make this process much easier by allowing you to invite people to a testing pool, release builds over the web, and provide tools that allow for user feedback.

For testing and deployment, you can use App Center to continuously build, test, release, and monitor apps.

Distribution

Once the application has been stabilized, it’s time to get it out into the wild. There are a number of different distribution options, depending on the platform.

iOS

Xamarin.iOS and Objective-C apps are distributed in exactly the same way:

  1. Apple App Store – Apple’s App Store is a globally available online application repository that is built into Mac OS X via iTunes.It’s by far the most popular distribution method for applications and it allows developers to market and distribute their apps online with very little effort.
  2. In-House Deployment – In-House deployment is meant for internal distribution of corporate applications that aren’t available publicly via the App Store.
  3. Ad-Hoc Deployment – Ad-hoc deployment is intended primarily for development and testing and allows you to deploy to a limited number of properly provisioned devices. When you deploy to a device via Xcode or Visual Studio for Mac, it is known as ad-hoc deployment.

Android

All Android applications must be signed before being distributed. Developers sign their applications by using their own certificate protected by a private key. This certificate can provide a chain of authenticity that ties an application developer to the applications that developer has built and released. It must be noted that while a development certificate for Android can be signed by a recognized certificate authority, most developers do not opt to utilize these services, and self-sign their certificates. The main purpose for certificates is to differentiate between different developers and applications. Android uses this information to assist with enforcement of delegation of permissions between applications and components running within the Android OS.

Unlike other popular mobile platforms, Android takes a very open approach to app distribution. Devices are not locked to a single, approved app store. Instead, anyone is free to create an app store, and most Android phones allow apps to be installed from these third party stores.

This allows developers a potentially larger yet more complex distribution channel for their applications. Google Play is Google’s official app store, but there are many others. A few popular ones are:

  1. AppBrain
  2. Amazon App Store for Android
  3. Handango
  4. GetJar

UWP

UWP applications are distributed to users via the Microsoft Store. Developers submit their apps for approval, after which they appear in the Store. For more information on publishing Windows apps, see UWP's Publish documentation.

Mobile development considerations

While developing mobile applications isn’t fundamentally different that traditional web/desktop development in terms of process or architecture, there are some considerations to be aware of.

Common considerations

Multitasking

There are two significant challenges to multitasking (having multiple applications running at once) on a mobile device. First, given the limited screen real estate, it is difficult to display multiple applications simultaneously. Therefore, on mobile devices only one app can be in the foreground at one time. Second, having multiple applications open and performing tasks can quickly use up battery power.

Each platform handles multitasking differently, which we’ll explore in a bit.

Form factor

Mobile devices generally fall into two categories, phones and tablets, with a few crossover devices in between. Developing for these form factors is generally very similar, however, designing applications for them can be very different. Phones have very limited screen space, and tablets, while bigger, are still mobile devices with less screen space than even most laptops. Because of this, mobile platform UI controls have been designed specifically to be effective on smaller form factors.

Device and operating system fragmentation

It’s important to take into account different devices throughout the entire software development lifecycle:

  1. Conceptualization and Planning – Keep in mind that hardware and features will vary from device to device, an application that relies on certain features may not work properly on certain devices. For example, not all devices have cameras, so if you’re building a video messaging application, some devices may be able to play videos, but not take them.
  2. Design – When designing an application’s User Experience (UX), pay attention to the different screen ratios and sizes across devices. Additionally, when designing an application’s User Interface (UI), different screen resolutions should be considered.
  3. Development – When using a feature from code, the presence of that feature should always be tested first. For example, before using a device feature, such as a camera, always query the OS for the presence of that feature first. Then, when initializing the feature/device, make sure to request currently supported from the OS about that device and then use those configuration settings.
  4. Testing – It’s incredibly important to test the application early and often on actual devices. Even devices with the same hardware specs can vary widely in their behavior.

Limited resources

Mobile devices get more and more powerful all the time, but they are still mobile devices that have limited capabilities in comparison to desktop or notebook computers. For instance, desktop developers generally don’t worry about memory capacities; they’re used to having both physical and virtual memory in copious quantities, whereas on mobile devices you can quickly consume all available memory just by loading a handful of high-quality pictures.

Additionally, processor-intensive applications such as games or text recognition can really tax the mobile CPU and adversely affect device performance.

Because of considerations like these, it’s important to code smartly and to deploy early and often to actual devices to validate responsiveness.

iOS considerations

Multitasking

Multitasking is very tightly controlled in iOS, and there are a number of rules and behaviors that your application must conform to when another application comes to the foreground, otherwise your application will be terminated by iOS.

Device-specific resources

Within a particular form factor, hardware can vary greatly between different models. For instance, some devices have a rear-facing camera, some also have a front-facing camera, and some have none.

Some older devices (iPhone 3G and older) don’t even allow multitasking.

Because of these differences between device models, it’s important to check for the presence of a feature before attempting to use it.

OS specific constraints

To make sure that applications are responsive and secure, iOS enforces a number of rules that applications must abide by. In addition to the rules regarding multitasking, there are a number of event methods out of which your app must return in a certain amount of time, otherwise it will get terminated by iOS.

Also worth noting, apps run in what’s known as a Sandbox, an environment that enforces security constraints that restrict what your app can access. For instance, an app can read from and write to its own directory, but if it attempts to write to another app directory, it will be terminated.

Android considerations

Multitasking

Multitasking in Android has two components; the first is the activity lifecycle. Each screen in an Android application is represented by an Activity, and there is a specific set of events that occur when an application is placed in the background or comes to the foreground. Applications must adhere to this lifecycle to create responsive, well-behaved applications. For more information, see the Activity Lifecycle guide.

The second component to multitasking in Android is the use of Services. Services are long-running processes that exist independent of an application and are used to execute processes while the application is in the background. For more information see the Creating Services guide.

Many devices and many form factors

Google doesn’t impose any limits on which devices can run the Android OS. This open paradigm results in a product environment populated by a myriad of different devices with very different hardware, screen resolutions and ratios, device features, and capabilities.

Because of the extreme fragmentation of Android devices, most people choose the most popular 5 or 6 devices to design and test for, and prioritize those.

Security considerations

Applications in the Android OS all run under a distinct, isolated identity with limited permissions. By default, applications can do very little. For example, without special permissions, an application cannot send a text message, determine the phone state, or even access the Internet! To access these features, applications must specify in their application manifest file which permissions they would like, and when they’re being installed; the OS reads those permissions, notifies the user that the application is requesting those permissions, and then allows the user to continue or cancel the installation. This is an essential step in the Android distribution model, because of the open application store model, since applications are not curated the way they are for iOS, for instance. For a list of application permissions, see the Manifest Permissions reference article in the Android Documentation.

Windows considerations

Multitasking

Multitasking in UWP has two parts: the lifecycle for pages and applications, and background processes. Each screen in an application is an instance of a Page class, which has events associated with being made active or inactive (with special rules for handling the inactive state, or being “tombstoned”).

The second part is providing background agents for processing tasks even when the application is not running in the foreground.

Device capabilities

Although UWP hardware is fairly homogeneous, there are still components that are optional and therefore require special considering while coding. Optional hardware capabilities include the camera, compass, and gyroscope. There is also a special class of low-memory (256MB) that requires special consideration, or developers can opt-out of low-memory support.

Security considerations

For information on important security considerations in UWP, refer to the Security documentation.

Summary

This guide gave an introduction to the SDLC as it relates to mobile development. It introduced general considerations for building mobile applications and examined a number of platform-specific considerations including design, testing, and deployment.

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