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INDEX
1. Introduction 1.1 Android is an open source 1.2 User interface 1.2.1 view hierarchy 1.3 Data storage 1.4 Security 2. History

2.1 Google acquired Android inc 2.2Open Handset Alliance is formed 2.3Android goes open-source 2.4Updates of android 3.Dalvik virtual machine 3.1 Dex file format 4. Android Architecture 4.1 Applications 4.2 Application Framework 4.3 Libraries 4.4 Android Runtime 4.5 Linux kernel 5. Features 5.1 Android 1.5 features
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6. Hardware product running android 6.1 HTC dream/HTC sapphire 6.1.1 Software 6.1.2 Features of HTC dream/HTC sapphire 7. System requirement for installing android 8. Andoid 1.5 version 8.1 Android native development kit 8.1.1 Contents of the NDK 9.Native code 10. Software development 10.1 Software development kit

11. New feature : Developing project in eclipse using Android: 11.1 Creating a new project: 11.2 Creating an AVD 11.3 Run the project 11.4 Creating a Run Configuration 12. Application 13. Limitation 14. Future Aspects 15. Conclusion 16. Reference
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ABSTRACT

Android is a mobile operating system running on the Linux kernel. It is a software stack for mobile services that includes an operating system, middleware and key applications. It also contains a rich set of APIs that allows third-party developers to develop great applications. The first cellular cell phone to feature the new operating system was the T-Mobile G1, released on Oct. 22, 2008. It was initially developed by Google and later the Open Handset Alliance. In July 2005, Google acquired Android, Inc. On 5 November 2007, the Open Handset Alliance, a consortium of several companies was unveiled with the goal to develop open standards for mobile devices. On 23 September 2008 the Android 1.0 SDK (Release 1) was released. On 30 April 2009, the official 1.5 update for Android was released .There are several new features and UI updates included in the 1.5 update: Since 21 October 2008, Android has been available as open source. Google opened the entire source code (including network and telephony stacks) under an Apache License. On March 9, 2009, Google released version 1.1 for the android dev phone. On 30 April 2009, the official 1.5 update for Android was released. Android includes a set of core libraries that provides most of the functionality available in the core libraries of the Java programming language. Software written in Java can be compiled to be executed in the Dalvik virtual machine, which is a specialized VM implementation designed for mobile device use, although not technically a standard Java Virtual Machine. The Android SDK provides the tools and APIs necessary to begin developing applications on the Android platform using the Java programming language. Android relies on Linux version 2.6 for core system services such as security, memory management, process management, network stack, and driver model. The kernel also acts as an abstraction layer between the hardware and the rest of the software stack.A central design point of the Android security architecture is that no application, by default, has permission to perform any operations that
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would adversely impact other applications, the operating system, or the user. This includes reading or writing the user's private data (such as contacts or e-mails), reading or writing another application's files, performing network access, keeping the device awake, etc. Every Android application runs in its own process, with its own instance of the Dalvik virtual machine. Dalvik has been written so that a device can run multiple VMs efficiently. The Dalvik VM executes files in the Dalvik Executable (.dex) format which is optimized for minimal memory footprint. The VM is register-based, and runs classes compiled by a Java language compiler that have been transformed into the .dex format by the included "dx" tool. The Dalvik VM relies on the Linux kernel for underlying functionality such as threading and low-level memory management. Android architecture includes a layer system which consists of application framework including activity manager, window manager, contents provider, view system, package manager, telephony manager, resource manager, location manager, notification manager; libraries including surface manager, System C library, Media Libraries , LibWebCore , SGL, 3D libraries , Free Type , .SQLite .
Various features of android includes: Application framework enabling reuse and replacement of components .Dalvik virtual machine optimized for mobile devices. Integrated browser based on the open source WebKit engine. Optimized graphics powered by a custom 2D graphics library; 3D graphics based on the OpenGL ES 1.0 specification (hardware acceleration optional). SQLite for structured data storage. Media support for common audio, video, and still image formats (MPEG4, H.264, MP3, AAC, AMR, JPG, PNG, GIF).GSM Telephony (hardware dependent).Bluetooth,

EDGE,

3G,

and

WiFi (hardware

dependent).Camera,

GPS,

compass,

and

accelerometer (hardware dependent).Rich development environment including a device emulator,
tools for debugging, memory and performance profiling, and a plugin for the Eclipse IDE.

Android will ship with a set of core applications including an email client, SMS program, calendar, maps, browser, contacts, and others. All applications are written using the Java applications include Google Voice for the Google Voice service. Android graphics are powered by a custom 2D graphics library and OpenGL ES 1.0 for high performance 3D graphics. programming language. Google's Chrome browser is more than just an attentiongrabbing software app. Combined with Gears functionality and the upcoming Android release, it delivers on Netscape's promise of the browser as operating system, with online-

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and-off webapps replacing desktop workhorses.Android is a small bet that has the potential for a big impact on wireless service innovation...

1.INTRODUCTION
Android is a mobile operating system running on the Linux Kernel. Android is a software stack for mobile devices that includes an operating system, middleware and key applications. It was initially developed by Google and later by the Open Handset Alliance. It allows developers to write managed code in the java language, controlling the device via Googledeveloped Java libraries. The Android SDK provides the tools and APIs necessary to begin developing applications on the Android platform using the Java programming language. Android does not differentiate between the phone's core applications and third-party applications. They can all be built to have equal access to a phone's capabilities providing users with a broad spectrum of applications and services. Android breaks down the barriers to building new and innovative applications. Android was built from the ground-up to enable developers to create compelling mobile applications . It is built to be truly open. For example, an application could call upon any of the phone's core functionality such as making calls, sending text messages, or using the camera, allowing developers to create richer and more cohesive experiences for users.

1.1 Android is an open source:Open source is a development method for software that harnesses the power of distributed peer review and transparency of process. The promise of open source is better quality, higher reliability, more flexibility, lower cost, and an end to predatory vendor block-in. Android is open source. It is built on the open Linux Kernel. Furthermore, it utilizes a custom virtual machine that was designed to optimize memory and hardware resources in a mobile environment.; it can be liberally extended to incorporate new cutting edge technologies as they emerge. The open source platform will continue to evolve as the developer community works together to build innovative mobile applications.

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1.2 User interface:
In an Android application, the user interface is built using View and ViewGroup objects. On the Android platform,an Activity's UI is designed using a hierarchy of View and ViewGroup nodes, as shown in the diagram below. This hierarchy tree can be as simple or complex as it need to be, and can build it up using Android's set of predefined widgets and layouts, or with custom Views created ourself. 1.2.1 View hierarchy:

1.3 Data storage:
On Android, all application data (including files) are private to that application. However, Android also provides a standard way for an application to expose its private data to other applications — through content providers. A content provider is an optional component of an application that exposes read/write access to the application's data, subject to whatever restrictions it might impose. Content providers implement a standard syntax for requesting and modifying data, and a standard mechanism for reading the returned data. Android supplies a number of content providers for standard data types, such as image, audio, and video files and personal contact information.

1.4 Security:

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Android is a multi-process system, in which each application (and parts of the system) runs in its own process. Most security between applications and the system is enforced at the process level through standard Linux facilities, such as user and group IDs that are assigned to applications. Additional finer-grained security features are provided through a "permission" mechanism that enforces restrictions on the specific operations that a particular process can perform, and per-URI permissions for granting ad-hoc access to specific pieces of data. A central design point of the Android security architecture is that no application, by default, has permission to perform any operations that would adversely impact other applications, the operating system, or the user.

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2.HISTORY
2.1 Google acquired Android inc
In July 2005, Google acquired Android, Inc., a small startup company based in Palo Alto, California, USA.Android's co-founders who went to work at Google included Andy Rubin (co-founder of Danger), Rich Miner (co-founder of Wildfire Communications, Inc), Nick Sears (once VP at ), and Chris White (headed design and interface development at WebTV). At the time, little was known about the functions of Android, Inc. other than that they made software for mobile phones.This began rumors that Google was planning to enter the mobile phone market, although it was unclear what function it might perform in that market. At Google, the team, led by Rubin, developed a mobile device platform powered by the Linux kernel which they marketed to handset makers and carriers on the premise of providing a flexible, upgradeable system. It was reported that Google had already lined up a series of hardware component and software partners and signaled to carriers that it was open to various degrees of cooperation on their part.

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Fig: Android logo

More speculation that Google would be entering the mobile-phone market came in December 2006.Reports from the BBC and The Wall Street Journal noted that Google wanted its search and applications on mobile phones and it was working hard to deliver that. Print and online media outlets soon reported rumors that Google was developing a Googlebranded handset.More speculation followed reporting that as Google was defining technical specifications, it was showing prototypes to cell phone manufacturers and network operators. As many as 30 prototype phones were reported to be operating "in the wild." In September 2007, InformationWeek covered an Evalueserve study reporting that Google had filed several patent applications in the area of mobile telephony.

2.2 Open Handset Alliance is formed
On the 5th of November in 2007, several companies, including Google, HTC, Motorola, Intel, Qualcomm, Sprint Nextel, T-Mobile, and NVIDIA, came together to form the Open Handset Alliance. They stated their goal for developing open standards for mobile devices, and unveiled their new product: Android, a mobile device platform built on the Linux kernel.

2.3 Android goes open-source
Android has been available as open-source software since October 2008. Under the Apache License, private companies could add on their own applications and extensions and sell them, without having to submit them to the open-source community.On 9 December 2008, it was announced that 14 new members would be joining the Android project including: ARM Holdings Plc,Atheros Communications, Asustek Computer Inc, Garmin Ltd, Softbank, Sony Ericsson, Toshiba Corp, and Vodafone Group Plc.

2.4 Updates of android:
On 23 September 2008 the Android 1.0 SDK (Release 1) was released. Since 21 October 2008, Android has been available as open source. Google opened the entire source code (including network and telephony stacks) under an Apache License. On March 9, 2009, Google released version 1.1 for the android dev phone. On 30 April 2009, the official 1.5 update for Android was released.
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3.DALVIK VIRTUAL MACHINE:
Dalvik virtual machine (DVM) is a process virtual machine which is part of an open source the Android mobile phone platform based on the Linux operating system and is developed by the OHA (Open Handset Alliance) which is a consortium of companies including Google, HTC (High Tech Computer Corporation-Taiwan), Intel, Motorola, Qualcomm, T-Mobile, and NVIDIA. The DVM was originally developed by Dan Bornstein. The others who contributed along with Dan Bornstein were mainly engineers from Google as part of the Android mobile phone platform. The DVM operates on bytecodes that are transformed from the Java Class files compiled by a Java compiler into another class file format called the .dex format using a dx tool which is included in the Android SDK (Software Development Kit). The primary goal of the DVM which is creation of platform neutral dex files, is comparable to the Java Virtual Machine(JVM) which processes the Java bytecodes while using Java Class files or Jar files. The processes of the DVM are typically optimized for the low memory requirements needed for development and implementation of applications for the mobile phone platform. It is designed to allow multiple VM instances to run at once.

3.1 Dex File Format
Android programs are compiled into .dex (Dalvik Executable) files, which are in turn zipped into a single .apk (Android Package) file on the device. .dex files can be created by automatically translating compiled applications written in the Java programming language. Unlike most virtual machines and true Java VMs which are stack machine the Dalvik VM is a register-based architecture. Like the CISC vs. RISC debate, the relative merits of these two
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approaches is a subject of continuous argument. The relative advantages of the two approaches depend on the interpretation/compilation strategy chosen; generally, however, stack based machines must use instructions to load data on the stack and manipulate that data and thus require more instructions than register machines to implement the same high level code. However, the instructions in a register machine must encode the source and destination registers and therefore tend to be larger. This difference is primarily of importance to VM interpreters for whom opcode dispatch tends to be expensive and other factors are relevant for JIT compilation. The Dalvik executables may be modified again when they get installed onto a mobile device. In order to gain further optimization, byte order may be swapped in certain data, simple data structures and function libraries may be linked inline, and empty class objects may be shortcircuited, for example. Being optimized for low memory requirements, Dalvik has some specific characteristics that differentiate it from other standard VMs.
  

The VM was slimmed down to use less space. Dalvik has no just-in-time compiler The constant pool has been modified to use only 32-bit indexes to simplify It uses its own bytecode, not Java bytecode.

the interpreter.

Moreover, Dalvik has been designed so that a device can run multiple instances of the VM efficiently.

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4.ANDROID ARCHITECTURE
Android OS is a software stack. Android architecture shows a layered structure.Each layer of the stack groups together several programs that support specific operating system functions. The following diagram shows the major components of the Android operating system. Each section is described in more detail below:-

4.1Applications
At the top of the stack are the applications themselves. This is where we find the basic functions of the device such as making phone calls, accessing the Web browser and accessing
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contacts list.Android will ship with a set of core applications including an email client, SMS program, calendar, maps, browser, contacts, and others. All applications are written using the Java programming language. Only Google programmers, application developers and hardware manufacturers access the other layers further down the stack.

4.2Application Framework
It is the second layer of the android architecture. Developers have full access to the same framework APIs used by the core applications. The application architecture is designed to simplify the reuse of components; any application can publish its capabilities and any other application may then make use of those capabilities (subject to security constraints enforced by the framework). This same mechanism allows components to be replaced by the user. Underlying all applications is a set of services and systems, including:

A rich and extensible set of Views that can be used to build an application, including lists, grids, text boxes, buttons, and even an embeddable web browser Content Providers that enable applications to access data from other applications (such as Contacts), or to share their own data A Resource Manager, providing access to non-code resources such as localized strings, graphics, and layout files A Notification Manager that enables all applications to display custom alerts in the status bar An Activity Manager that manages the lifecycle of applications and provides a common navigation back stack

For more details and a walkthrough of an application, see the Notepad Tutorial

4.3Libraries
Android includes a set of C/C++ libraries used by various components of the Android system. These capabilities are exposed to developers through the Android application framework. Some of the core libraries are listed below:

System C library - a BSD-derived implementation of the standard C system library (libc), tuned for embedded Linux-based devices
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Media Libraries – It is based on Packet Video’s Open CORE; the libraries support playback and recording of many popular audio and video formats, as well as static image files, including MPEG4, H.264, MP3, AAC, AMR, JPG, and PNG

Surface Manager - manages access to the display subsystem and seamlessly composites 2D and 3D graphic layers from multiple applications LibWebCore - a modern web browser engine which powers both the Android browser and an embeddable web view SGL - the underlying 2D graphics engine 3D libraries - an implementation based on OpenGL ES 1.0 APIs; the libraries use either hardware 3D acceleration (where available) or the included, highly optimized 3D software rasterizer

• •

• •

Free Type - bitmap and vector font rendering SQLite - a powerful and lightweight relational database engine available to all applications

4.4 Android Runtime
Android includes a set of core libraries that provides most of the functionality available in the core libraries of the Java programming language. Every Android application runs in its own process, with its own instance of the Dalvik virtual machine. Dalvik has been written so that a device can run multiple VMs efficiently. The Dalvik VM executes files in the Dalvik Executable (.dex) format which is optimized for minimal memory footprint. The VM is register-based, and runs classes compiled by a Java language compiler that have been transformed into the .dex format by the included "dx" tool. The Dalvik VM relies on the Linux kernel for underlying functionality such as threading and low-level memory management.

4.5 Linux Kernel
Android relies on Linux version 2.6 for core system services such as security, memory management, process management, network stack, and driver model. The kernel also acts as an abstraction layer between the hardware and the rest of the software stack.

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5. FEATURES:
Current features and specifications: The platform is adaptable to larger, VGA, 2D graphics library, 3D

Handset layouts

graphics library based on OpenGL ES 1.0 specifications, and traditional smartphone layouts. The Database Software SQLite is used for data storage purposes Android supports connectivity technologies including GSM/EDGE, CDMA, EVDO, UMTS, Bluetooth, and Wi-Fi. SMS and MMS are available forms of messaging including threaded text messaging. The web browser available in Android is based on the open-

Storage

Connectivity

Messaging

Web browser

source WebKit application framework. Software written in Java can be compiled to be executed in the Dalvik virtual

Java support machine, which is a specialized VM implementation designed for mobile device use, although not technically a standard Java Virtual Machine. Android Media support supports the following audio/video/still media

formats: H.263, H.264 (in 3GP or MP4 container), MPEG-4

SP, AMR, AMR-

WB(in 3GP container), AAC, HE-AAC (in MP4 or 3GP container or as an AAC file), MP3, MIDI, OGG Vorbis, WAV, JPEG, PNG, GIF,BMP.[33] Android can utilize video/still accelerated 2D

Additional hardware support

cameras, touchscreens, GPS, accelerometers, magnetometers, accelerated 3D graphics.

bitblits (with hardware orientation,scaling,pixel format conversion) and

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Development Includes a device emulator, tools for debugging, memory and performance environment profiling, a plugin for the Eclipse IDE. Similar to the App Store on the iPhone OS, The Android Market is a catalog of applications that can be downloaded and installed to target hardware over-the-air, Market without the use of a PC. Originally only freeware applications were supported. Paid-for apps have been available on the Android Market in the United States since 19 February 2009. Android has native support for multi-touch but the feature is disabled at the Multi-touch kernel level (possibly to avoid infringing Apple patents on touch-screen technology). An unofficial mod has been developed that enables multi-touch, but requires superuser access to the device to flash an unsigned kernel.

5.1 ANDROID 1.5 FEATURES  On-screen soft keyboard

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  

Works in both portrait and landscape orientation Support for user installation of 3rd party keyboards User dictionary for custom words

 Home screen  Widgets Bundled home screen widgets include: analog clock, calendar, music player, picture frame, and search  Live folders

 Camera & Gallery   Video recording Video playback (MPEG-4 & 3GP formats)

 Bluetooth    Stereo Bluetooth support (A2DP and AVCRP profiles) Auto-pairing Improved handsfree experience

 Browser         Contacts   Shows user picture for Favorites Specific date/time stamp for events in call log Updated with latest Webkit browser & Squirrelfish Javascript engines Copy 'n paste in browser Search within a page User-selectable text-encoding UI changes include: Unified Go and Search box Tabbed bookmarks/history/most-visited screen

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One-touch access to a contact card from call log event

 System    New Linux kernel (version 2.6.27) SD card filesystem auto-checking and repair SIM Application Toolkit 1.0

 Google applications (not available in the Android 1.5 System Image that is included in the Android SDK)  View Google Talk friends' status in Contacts, SMS, MMS, GMail, and Email applications    Batch actions such as archive, delete, and label on Gmail messages Upload videos to Youtube Upload photos on Picasa

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6. HARDWARE PRODUCT RUNNING ANDROID

Manufacture r

Name

Notes

HTC Dream/HTC Sapphire (also marketed as T-Mobile HTC G1, Era Poland, Rogers Canada) G1 in Dream in

On sale October 22, 2008 as the first phone on the market to use the Android platform. The phone is part of an open standards effort of the Open Handset Alliance

Similar to the Dream, but without a slide out HTC Hero keyboard, uses HTC's customised UI, called HTC Sense. HTC Magic (known as the TMobile myTouch 3G in the in Japan) (formerly Windows Mobile) device running Qigi i6 Android in December 2008. The device is manufactured by Chinese ODM TechFaith. Samsung Samsung Galaxy) I7500 (aka

Similar to the Dream but without the slide-out

keyboard, instead using an on-screen keyboard. US and the docomo HT-03A [41]

Samsung

6.1 HTC DREAM / HTC SAPPHIRE:
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The HTC Dream (also marketed as T-Mobile G1 in Europe and the US or Era G1 in Poland) is an Internet-enabled 3G smartphone with an operating system designed by Google and hardware designed by HTC. It was the first phone to the market that uses the Android mobile device platform.[3] The phone is part of an open standards effort of the Open Handset Alliance. It was released in the US on 22 October 2008; in the UK on 30 October 2008;[5] and became available in other European countries including Austria, Netherlands, and the Czech Republic in early 2009.[6] It was released in Germany in February 2009 with a QWERTZ keyboard.
[7]

On 10 March 2009, it became available in Poland as Era G1 under a local mobile brand

affiliated with T-Mobile.

6.1.1 Software
The HTC Dream runs the Android Operating System. Most Android software developers write their applications in Java, but because Android does not directly run Java bytecode, they first need to be compiled into a unique non-Java bytecode, Dalvik bytecode, before they can be executed on an Android-powered phone. The Home screen allows the user to place icons for applications, contacts, and other items on three virtual desktops. It also supports widgets, but until version 1.5 of the operating system was released, third-party applications were not able to install their own widgets. [28] Since the release of Android 1.5, however, third-party widgets are enabled. It comes with a web browser powered by the WebKit rendering engine, the same one used by Safari and Chrome. Pre-installed software applications provide access to many Google services,

including Gmail, Google Calendar, Google Maps, Google Talk, and a YouTube video player. In the United States, the carrier-subsidized firmware for the G1 also comes with an application for accessing the Amazon MP3 music store, which allows users to browse and legally purchase DRM-free songs; however, in developer firmwares this application is not included.

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Also included with the device is the Android Market application that allows users to download new software applications from third-party developers, as well as provide publiclyviewable ratings and comments.

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6.1.2 FEATURES OF HTCDREAM/HTCSAPPHIRE:-

GENERAL 2G Network

GSM 850 / 900 / 1800 / 1900

3G Network HSDPA 2100 HSDPA 1700 / 2100 - American version Announced Status 2009, February Available. Released 2009, June

SIZE

Dimensions Weight

117.7 x 55.7 x 17.1 mm 158 g

DISPLAY Type Size

TFT capacitive touchscreen, 65K colors 320 x 480 pixels, 3.2 inches - Accelerometer sensor for auto-rotate Full QWERTY keyboard Trackball

SOUND

Alert types

Vibration; Downloadable polyphonic, MP3, WAV ringtones

Speakerphone Yes

MEMORY Phonebook

Practically unlimited entries and fields, Photocall

Call records Practically unlimited Internal Card slot 192 MB RAM, 256 MB ROM microSD (TransFlash), buy memory

DATA

GPRS HSCSD EDGE 3G WLAN

Class 10 (4+1/3+2 slots), 32 - 48 kbps Yes Class 10, 236.8 kbps HSDPA, 7.2 Mbps; HSUPA 2 Mbps Wi-Fi 802.11 b/g

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Bluetooth Infrared port USB

Android Operating System
Yes v2.0 with A2DP, headset support only No

Yes, miniUSB

CAMERA Primary Video Secondary

3.15 MP, 2048x1536 pixels, autofocus Yes No

FEATURES OS CPU Messaging Browser Radio Games Colors GPS Java

Android OS Qualcomm MSM 7201A 528 MHz processor SMS, MMS, Email, Instant Messaging HTML No Yes Black Yes Via third party application - MP3 player Digital Voice compass memo

BATTERY Stand-by Talk time

Standard battery, Li-Ion 1150 mAh Up to 406 h Up to 5 h 20 min

7. SYSTEM REQUIREMENT FOR INSTALLING ANDROID:23

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The sections below describe the system and software requirements for developing Android applications using the Android SDK tools included in Android SDK, Release . Supported Operating Systems  Windows XP (32-bit) or Vista (32- or 64-bit)  Mac OS X 10.4.8 or later (x86 only)  Linux (tested on Linux Ubuntu Dapper Drake) Supported Development Environments  Eclipse IDE
o

Eclipse 3.3 (Europa), 3.4 (Ganymede)

Recommended Eclipse IDE packages: Eclipse IDE for Java EE Developers, Eclipse IDE for Java Developers, Eclipse for RCP/Plug-in Developers Eclipse JDT plugin (included in most Eclipse IDE packages) Eclipse Classic IDE package is not supported.


o o o

JDK 5 or JDK 6 (JRE alone is not sufficient) Android Development Tools plugin (optional) Not compatible with Gnu Compiler for Java (gcj)

 Other development environments or IDEs
o o o

JDK 5 or JDK 6 (JRE alone is not sufficient) Apache Ant 1.6.5 or later for Linux and Mac, 1.7 or later for Windows Not compatible with Gnu Compiler for Java (gcj)

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8. ANDROID 1.5 VERSION(LATEST RELEASE)
The Android 1.5 system delivered in the SDK (as library and system image) is the development counterpart to the Android 1.5 production system image, deployable to Android-powered handsets starting in May 2009. The system is fully compliant and includes no external libraries. This is the first version of the Android SDK that does not include the Maps external library. The Android 1.5 system delivers an updated version of the framework API. As with previous versions, the Android 1.5 API is assigned an integer identifier — 3 — that is stored in the system itself. This identifier, called the "API Level", allows the system to correctly determine whether an application is compatible with the system, prior to installing the application.

API Changes Overview  UI framework o Framework for easier background/UI thread interaction

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New SlidingDrawer widget New HorizontalScrollview widget

 AppWidget framework
o

APIs for creating secure home screen AppWidgets. For information about how to use AppWidgets, see the Developer's Guide AppWidgets documentation. Also see Introducing home screen widgets and the AppWidget framework on the Android Developer's Blog.

o

APIs for populating Live Folders with custom content.

 Media framework o Raw audio recording and playback APIs o Interactive MIDI playback engine o Video recording APIs for developers (3GP format) o Video and photo sharing Intents o Media search Intent  Input Method framework
o

Input Method Service framework

o Text-prediction engine o Ability to provide downloadable IMEs to users  Application-defined hardware requirements  Applications can now use a new element in their manifest files, <usesconfiguration> to indicate to the Android system what hardware features they require in order to function properly. For example, an application might use the element to specify that it requires a physical keyboard or a particular navigation device, such as a trackball. Prior to installing the application, the Android system checks the attributes defined for the <uses-configuration> element and allows the installation to continue only if the required hardware is present.  Speech recognition framework
o

Support for using speech recognition libraries via Intent.See RecognizerIntent.

 Miscellaneous API additions o LocationManager - Applications can get location change updates via Intent o WebView - Touch start/end/move/cancel DOM event support
o

Redesigned Sensor Manager APIs
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o GLSurfaceView - convenience framework for creating OpenGL applications
o

Broadcast Intent for app update install succeeded .

8.1 Android native development kit:
The Android NDK provides tools that allow Android application developers to embed components that make use of native code in their Android applications. Android applications run in the Dalvik virtual machine. The NDK allows developers to implement parts of their applications using native-code languages such as C and C++. This can provide benefits to certain classes of applications, in the form of reuse of existing code and in some cases increased speed. The NDK provides:  A set of tools and build files used to generate native code libraries from C and C++ sources  A way to embed the corresponding native libraries into application package files (.apks) that can be deployed on Android devices  A set of native system headers and libraries that will be supported in all future versions of the Android platform, starting from Android 1.5  Documentation, samples, and tutorials  This release of the NDK supports the ARMv5TE machine instruction set and provides stable headers for libc (the C library), libm (the Math library), the JNI interface, and other libraries.

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8.1.1 Contents of the NDK
Development tools

The NDK includes a set of cross-toolchains (compilers, linkers, etc..) that can generate native ARM binaries on Linux, OS X, and Windows (with Cygwin) platforms. It provides a set of system headers for stable native APIs that are guaranteed to be supported in all later releases of the platform:
• • • • • •

libc (C library) headers libm (math library) headers JNI interface headers libz (Zlib compression) headers liblog (Android logging) header A Minimal set of headers for C++ support

The NDK also provides a build system that lets you work efficiently with your sources, without having to handle the toolchain/platform/CPU/ABI details. You create very short build files to describe which sources to compile and which Android application will use them — the build system compiles the sources and places the shared libraries directly in your application project. Documentation The NDK package includes a set of documentation that describes the capabilities of the NDK and how to use it to create shared libraries for your Android applications. In this release, the documentation is provided only in the downloadable NDK package. You can find the documentation in the <ndk>/docs/ directory. Included are these files:

INSTALL.TXT — describes how to install the NDK and configure it for your host system
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OVERVIEW.TXT — provides an overview of the NDK capabilities and usage ANDROID-MK.TXT — describes the use of the Android.mk file, which defines the native sources you want to compile APPLICATION-MK.TXT — describes the use of the Application.mk file, which describes the native sources required by your Android application HOWTO.TXT — information about common tasks associated with NDK development. SYSTEM-ISSUES.TXT — known issues in the Android system images that you should be aware of, if you are developing using the NDK. STABLE-APIS.TXT — a complete list of the stable APIs exposed by headers in the NDK.

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9. NATIVE CODE:
Libraries written in C and other languages can be compiled to ARM native code and installed using the Android Native Development Kit. Native classes can be called from Java code running under the Dalvik VM using the System.loadLibrary call, which is part of the standard Android Java classes. Complete applications can be compiled and installed using traditional development tools. The ADB debugger gives a root shell under the Android Emulator which allows native ARM code to be uploaded and executed. ARM code can be compiled using GCC on a standard PC. Running native code is complicated by the fact that Android uses a non-standard C library (known as Bionic). The underlying graphics device is available as a framebuffer at /dev/graphics/fb0. The graphics library that Android uses to arbitrate and control access to this device is called the Skia Graphics Library (SGL), and it has been released under an open source license. Skia has backends for both win32 and Cairo, allowing the development of cross-platform applications, and it is the graphics engine underlying the Google Chrome web browser. Elements Interactive Mobile B.V. have ported their EdgeLib C++ library to Android, and native code executables of their S-Tris2 game (a Tetris clone) and Animate3D technology demo are available for download.

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10.SOFTWARE DEVELOPEMENT
The early feedback on developing applications for the Android platform was mixed.Issues cited include bugs, lack of documentation, inadequate QA infrastructure, and no public issuetracking system. (Google announced an issue tracker on 18 January 2008.) In December 2007, MergeLab mobile startup founder Adam MacBeth stated, "Functionality is not there, is poorly documented or just doesn't work... It's clearly not ready for prime time."Despite this, Android-targeted applications began to appear already the week after the platform was announced. The first publicly available application was the Snake game. The Android Dev Phone is a SIM-unlocked and hardware-unlocked device that is designed for advanced developers. While developers can use regular consumer devices purchased at retail to test and use their apps, some developers may choose not to use a retail device, preferring an unlocked or no-contract device.

10.1 Software development kit
The Android SDK includes a comprehensive set of development tools.These include a debugger, libraries, a handset emulator (based on QEMU), documentation, sample code, and tutorials. Currently supported development platforms include x86-architecture computers running Linux (any modern desktop Linux distribution), Mac OS X 10.4.8 or later, Windows XP or Vista. Requirements also include Java Development Kit, Apache Ant, and Python 2.2 or later. The officially supported integrated development environment (IDE) is Eclipse (3.2 or later) using the Android Development Tools (ADT) Plugin, though developers may use any text editor to edit Java and XML files then use command line tools to create, build and debug Android applications. A preview release of the Android software development kit (SDK) was released on 12 November 2007. On 15 July 2008, the Android Developer Challenge Team accidentally sent an email to all entrants in the Android Developer Challenge announcing that a new release of the SDK was available in a "private" download area. The email was intended for winners of the first round of the Android Developer Challenge. The revelation that Google was supplying new SDK releases to some developers and not others (and keeping this
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arrangement private) has led to widely reported frustration within the Android developer community. On 18 August 2008 the Android 0.9 SDK beta was released. This release provides an updated and extended API, improved development tools and an updated design for the home screen. Detailed instructions for upgrading are available to those already working with an earlier release. On 23 September 2008 the Android 1.0 SDK (Release 1) was released. According to the release notes, it included "mainly bug fixes, although some smaller features were added". It also included several API changes from the 0.9 version. On March 9, 2009, Google released version 1.1 for the android dev phone. While there are a few aesthetic updates, a few crucial updates include support for "search by voice, priced apps, alarm clock fixes, sending gmail freeze fix, fixes mail notifications and refreshing intervals, and now the maps show business reviews". Another important update is that Dev phones can now access paid apps and developers can now see them on the Android Market. In the middle of May, 2009 Google released version 1.5 (Cupcake) of the Android OS and SDK. This update included many new features including video recording, support for the stereo bluetooth profile, a customizable onscreen keyboard system and voice recognition. This release also opened up the AppWidget framework to third party developers allowing anyone to create their one home screen widgets.

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LIFECYCLE OF ANDROID
Activities in the system are managed as an activity stack. When a new activity is started, it is placed on the top of the stack and becomes the running activity -- the previous activity always remains below it in the stack, and will not come to the foreground again until the new activity exits. An activity has essentially four states:

If an activity in the foreground of the screen (at the top of the stack), it is active or running. If an activity has lost focus but is still visible (that is, a new non-full-sized or transparent activity has focus on top of your activity), it is paused. A paused activity is completely alive (it maintains all state and member information and remains attached to the window manager), but can be killed by the system in extreme low memory situations.

If an activity is completely obscured by another activity, it is stopped. It still retains all state and member information, however, it is no longer visible to the user so its window is hidden and it will often be killed by the system when memory is needed elsewhere.

If an activity is paused or stopped, the system can drop the activity from memory by either asking it to finish, or simply killing its process. When it is displayed again to the user, it must be completely restarted and restored to its previous state.

The following diagram shows the important state paths of an Activity. The square rectangles represent callback methods you can implement to perform operations when the Activity moves between states. The colored ovals are major states the Activity can be in.

There are three key loops you may be interested in monitoring within your activity:

The entire lifetime of an activity happens between the first call to onCreate(Bundle) through to a single final call to onDestroy(). An activity will do all setup of "global" state in onCreate(), and release all remaining resources in onDestroy(). For example,
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if it has a thread running in the background to download data from the network, it may create that thread in onCreate() and then stop the thread in onDestroy().

The visible lifetime of an activity happens between a call to onStart() until a corresponding call to onStop(). During this time the user can see the activity onscreen, though it may not be in the foreground and interacting with the user. Between these two methods you can maintain resources that are needed to show the activity to the user. For example, you can register a BroadcastReceiver in onStart() to monitor for changes that impact your UI, and unregister it in onStop() when the user an no longer see what you are displaying. The onStart() and onStop() methods can be called multiple times, as the activity becomes visible and hidden to the user.

The foreground lifetime of an activity happens between a call to onResume() until a corresponding call to onPause(). During this time the activity is in front of all other activities and interacting with the user. An activity can frequently go between the resumed and paused states -- for example when the device goes to sleep, when an activity result is delivered, when a new intent is delivered -- so the code in these methods should be fairly lightweight.

The entire lifecycle of an activity is defined by the following Activity methods. All of these are hooks that you can override to do appropriate work when the activity changes state. All activities will implement onCreate(Bundle) to do their initial setup; many will also implement onPause() to commit changes to data and otherwise prepare to stop interacting with the user. You should always call up to your superclass when implementing these methods. public class Activity extends ApplicationContext { protected void onCreate(Bundle savedInstanceState); protected void onStart(); protected void onRestart(); protected void onResume(); protected void onPause(); protected void onStop(); protected void onDestroy(); }

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In general the movement through an activity's lifecycle looks like this: Method Description Called when the activity is first created. This is where you should do all of your normal static set up: create views, bind data to onCreate() lists, etc. This method also provides you with a Bundle containing was one. Always followed by onStart(). Called after your activity has onRestart() been stopped, prior to it being started again. Always followed by onStart() Called when the activity is becoming visible to the user. onStart() Followed by onResume() if the activity comes to the foreground, or onStop() if it becomes hidden. Called when the activity will start interacting with the user. At onResume() this point your activity is at the top of the activity stack, with user input going to it. Always followed by onPause(). Called when the system is about Yes to start resuming a previous activity. This is typically used to No onPause() No onResume() or onStop() No onStart() the activity's previously frozen state, if there No onStart() Killable? Next

onPause()

onResume() or onStop()
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Method

Description commit unsaved changes to

Killable? Next

persistent data, stop animations and other things that may be consuming CPU, etc. Implementations of this method must be very quick because the next activity will not be resumed until this method returns. Followed by either onResume() if the activity returns back to the front, or onStop() if it becomes invisible to the user. Called when the activity is no longer visible to the user, because another activity has been resumed and is covering this one. This may happen either because a new activity is being started, an onStop() existing one is being brought in front of this one, or this one is being destroyed. Followed by either onRestart() if this activity is coming back to interact with the user, or onDestroy() if this activity is onDestroy() going away. The final call you receive before Yes your activity is destroyed. This can happen either because the activity is finishing (someone called finish() on it, or because
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onRestart() Yes or onDestroy()

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Method

Description the system is temporarily

Killable? Next

destroying this instance of the activity to save space. You can distinguish between these two scenarios with the isFinishing() method.

11. New feature : Developing project in eclipse using Android:
Android Development Tools (ADT) plugin for Eclipse adds powerful extensions to the Eclipse integrated development environment. It allows you to create and debug Android applications easier and faster.

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In Eclipse, the ADT plugin gives you an incredible boost in developing Android applications:

It gives you access to other Android development tools from inside the Eclipse IDE. For example, ADT lets you access the many capabilities of the DDMS tool: take screenshots, manage port-forwarding, set breakpoints, and view thread and process information directly from Eclipse.

It provides a New Project Wizard, which helps you quickly create and set up all of the basic files you'll need for a new Android application. It automates and simplifies the process of building your Android application. It provides an Android code editor that helps you write valid XML for your Android manifest and resource files. It will even export your project into a signed APK, which can be distributed to users.

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11.1 Creating a new project:
The ADT plugin provides a New Project Wizard that you can use to quickly create a new Android project (or a project from existing code). 1. Select File > New > Project. 2. Select Android > Android Project, and click Next.

3. Select the contents for the project.
4. Click Finish.

after completing the New Project Wizard, ADT creates the following folders and files in new project:
src/

Includes your stub Activity Java file. All other Java files for your application go here.
<Android Version>/ (e.g., Android 1.1/)

Includes the android.jar file that your application will build against. This is determined by the build target that you have chosen in the New Project Wizard. 38

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This contains the Java files generated by ADT, such as your R.java file and interfaces created from AIDL files.
assets/

This is empty. You can use it to store raw asset files.
res/

A folder for your application resources, such as drawable files, layout files, string values, etc.
AndroidManifest.xml

The Android Manifest for your project.
default.properties

This file contains project settings, such as the build target. This files is integral to the project, as such, it should be maintained in a Source Revision Control system. It should never be edited manually — to edit project properties, right-click the project folder and select "Properties".

11.2 Creating an AVD
An AVD is a configuration that specifies the Android platform to be used on the emulator. You can read more in the Android Virtual Devices document, but if you just want to get started, follow the simple guide below to create an AVD.

1.Open a command-line (e.g.,"Command Prompt" application on Windows, or "Terminal" on Mac/Linux) and navigate to your SDK package's tools/ directory. 1. First, you need to select a Deployment Target. To view available targets, execute:
android list targets

This will output a list of available Android targets, such as:
id:1 Name: Android 1.1 Type: platform API level: 2

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Skins: HVGA (default), HVGA-L, HVGA-P, QVGA-L, QVGA-P id:2 Name: Android 1.5 Type: platform API level: 3 Skins: HVGA (default), HVGA-L, HVGA-P, QVGA-L, QVGA-P

Find the target that matches the Android platform upon which you'd like to run your application. Note the integer value of the id — you'll use this in the next step. 2. Create a new AVD using your selected Deployment Target. Execute:
android create avd --name <your_avd_name> --target <targetID>

3. Next, you'll be asked whether you'd like to create a custom hardware profile. If you respond "yes," you'll be presented with a series of prompts to define various aspects of the device hardware (leave entries blank to use default values, which are shown in brackets). Otherwise, press return to use all default values

11.3 Run the project
To run (or debug) your application, select Run > Run (or Run > Debug) from the Eclipse main menu. The ADT plugin will automatically create a default launch configuration for the project. When you choose to run or debug your application, Eclipse will perform the following: 1. Compile the project (if there have been changes since the last build). 2. Create a default launch configuration (if one does not already exist for the project). 3. Install and start the application on an emulator or device

11.4 Creating a Run Configuration
To create or modify a launch configuration, follow these steps as appropriate for your Eclipse version:

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1. Open the run configuration manager.
o

In Eclipse 3.3 (Europa), select Run > Open Run Dialog (or Open Debug Dialog) In Eclipse 3.4 (Ganymede), select Run > Run Configurations (or Debug Configurations)

o

2. Expand the Android Application item and create a new configuration or open an

existing one.
o

To create a new configuration:
1. Select Android

Application and above the list

click (or,

the New

launch

configuration icon

right-click Android

Application and click New). 2. Enter a Name for your configuration. 3. In the Android tab, browse and select the project you'd like to run with the configuration.
o

To open an existing configuration, select the configuration name from the list nested below Android Application.

3. Adjust your desired launch configuration settings.
Automatic and manual target modes

By default, a run configuration uses the automatic target mode in order to select an AVD. In this mode, ADT will select an AVD for the application in the following manner:
1. If there's a device or emulator already running and its AVD configuration meets the requirements of the application's build target, the application is installed and run upon it. 2. If there's more than one device or emulator running, each of which meets the requirements of the build target, a "device chooser" is shown to let you select which device to use. 3. If there are no devices or emulators running that meet the requirements of the build target, ADT looks at the available AVDs. If one meets the requirements of the build target, the AVD is used to launch a new emulator, upon which the application is installed and run. 4. If all else fails, the application will not be run and you will see a console error warning you that there is no existing AVD that meets the build target requirements.

However, if a "preferred AVD" is selected in the run configuration, then the application will always be deployed to that AVD. If it's not already running, then a new emulator will be launched.
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12. APPLICATION:
A central feature of Android is that one application can make use of elements of other applications. Android breaks down the barriers to building new and innovative applications. For example, a developer can combine information from the web with data on an individual's mobile phone such as the user's contacts, calendar, or geographic location -- to provide a more relevant user
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experience. With Android, a developer could build an application that enables users to view the location of their friends and be alerted when they are in the vicinity giving them a chance to connect. Android enables developers to obtain the location of the device, and allows devices to communicate with one another enabling rich peer-to-peer social applications. In addition, Android includes a full set of tools that have been built from the ground up alongside the platform providing developers with high productivity and deep insight into their applications. Some of the applications available on the latest android os supporting mobiles are:1.Beetaun Beetaun allows users to tag locations around a city, then browse through maps of what other people have found interesting. Unlike GPS units where points of interest are stores and other brick-and-mortar locales, Beetaun tags could be anything from a particularly picturesque viewpoint, to a farmer’s market, to a story about something that happened at a place. 2.BreadCrumbz BreadCrumbz helps create directions for the orienteering-challenged by snapping first-person photos of a route. Spoken voice can record directions to accompany the route. Besides creating alternatives to the traditional map-based approach, BreadCrumbz also serves as a substitute navigation system when GPS isn’t available, like indoors. BreadCrumbz gives guests a picture-by-picture path straight to door. 3. Wikitude Wikitude actually boasts an “augmented reality cam” which will peg items in your photograph that have Wikipedia entries about them. For example, taking a picture of a mountain range allows it to label each mountain and show you more information on each one with further clicking. 4.ShapeWriter ShapeWriter’s new method for typing with a screen. The premise rather than tapping all the letters you need to make a word, why not string them all together with a single finger drag, then let software figure out which ones you wanted to use? It’s gesture-based typing.

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5.ShopSavvy ShopSavvy’s use of the G1’s built-in camera as a barcode reader and GPS. The photo of the UPC on the item is to be snapped and ShopSavvy will not only give the best price on the Web,best price on the nearby stores is given. 6.Locale This is one of those clever uses for a location-aware phone. It allows to set phone to behave differently in different places. It stops taking calls from the boss. It sets a reminder to plug battery in if it is only 30% charged at home. If only we could get a universal version of this that will shuteverybody’s phone off at movie theatres. 7.Wertago Besides offering a directory of hot venues in any given city Wertago will allow users to swap messages and pictures, set up profiles, and ultimately, meet up on the town. 8.CitySlikkers Productivity tools are great, but at the end of the day, everybody loves a good game. Android owners will play within the cities they actually live in, which will be represented to them using 3D maps tapped into GPS. The makers even envision people meeting up at real-life locations that represent in-game sites. 9.ShareYourBoard ShareYourBoard makes it easier to pull all the sloppily illustrated ideas that end up on those office whiteboards and spread them around on the Web. ShareYourBoard will detect the edges of the whiteboard photo you shoot, lay it flat, adjust the image for legibility, then thumbnail it with others for easy browsing 10.Piggyback Piggyback breaks the agonizing process of preplanning by showing rideshare possibilities in real time. Drivers see possible passengers along their routes, and passengers see possible rides. It will even keep track of how far we take a passenger, divvy up gas costs automatically, and then handle the transaction automatically every month via PayPal.

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13. LIMITATIONS:

The unrestrictive terms of Android's license have allowed corporations using Android to place restrictions on their own customers. As an example, tethering (PC or laptop internet connectivity via the cell phone) is forbidden by T-Mobile USA, and the Android Market has de-listed such applications for T-Mobile customers.This also means that the apps can be carrier-specific as chosen by Google. Android uses Linux as its kernel, but according to Google, it is not a conventional Linux distribution. It does not have a native X Window System, nor does it support
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the full set of standard GNU libraries like its system libraries (GNU C Library). This specific modification makes it difficult to reuse existing Linux applications or libraries on Android.

Android does not use established Java standards, i.e. Java SE and ME. This prevents compatibility among Java applications written for those platforms and those for the Android platform. Android only reuses the Java language syntax, but does not provide the full-class libraries and APIs bundled with Java SE or ME. Android does not officially allow apps to be installed on, nor run from, an SD card. Current Android products such as the HTC Dream and Magic have limited onboard memory and many users feel restricted by this lack of functionality. Several unsupported modifications exist, however, to give the user this capability. Android is criticized for its multitasking abilities and the lack of a significant driver base. For these reasons ARM and Real have expressed doubt that it will gain a major market share as a netbook OS. Android has been criticized by some because it is not really free or open-source software despite what was announced by Google. Some parts of the SDK are still proprietary and closed source, and some believe it is a conscious decision to control the platform by Google. software installed by end-users must be written in Java, and will not have access to lower level device API's. This provides end-users with less control over their phone's functionality than other free and open source phone platforms, such as OpenMoko.

14.FUTURE ASPECTS:
Android is of future use. Some of the future use of the android operating system is: 1.Google android operating system can be used in HP netbooks: The most likely option for HP would be to use the open source operating system on a new line of HP Netbooks, which would make complete sense.

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At the moment Android is a popular operating system for mobile phones but it’s no secret that Google is keen to expand the use of Android and has been working with many different PC makers to get their operating system onto Netbooks. Having Android on Netbooks seems like an obvious course of action too as it would make it easier for users of Android powered phones to share information between devices. Netbooks are now the fastest growing segment of the PC market and this isn’t likely to change in the near future, particularly with the current economic climate. Netbooks are portable, functional and don’t cost the earth to buy. Indeed, “good enough to use and cheap enough to lose” as the early techies used to say about Netbooks. Netbooks usually come with either Microsoft XP or Linux operating systems preinstalled. If HP goes ahead and uses Google’s Android, it would put Google right on course to become a major contender in the Netbook war and will give Microsoft a run for its money.

2.Android operating system can be used in Intel future MID’s: Google’s Android-based operating system can be used on the intel’s future Moorestown- or generic Atom-powered MIDs (Mobile Internet Devices). Intel’s goals are to create a platform and ecosystem to support all operating systems in all types of devices. These Intel-powered devices from the low-end to the high-end would benefit not only the end-users, but also the industry and vendors.

15. CONCLUSION:
Android is a big revolution in the field of opearting system.Inspite of various operating systems present in the market anroid prove its position over there.Android is open to all.This make android a product with better quality, higher reliability, more flexibility, lower cost, and an end to predatory vendor block-in.

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Its custom virtual machine optimize memory and hardware resources in a mobile environment.; it can be liberally extended to incorporate new cutting edge technologies as they emerge. The open source platform will continue to evolve as the developer community works together to build innovative mobile applications.Thus making it a platform to develope various innovative applications.Android today is participating in many successful open source project. It makes web browsing really very easy on the phones with the help of the webkit engine which adds web browsing components to the application and various features of web browser. Google Android is stepping into the next level of the future internet. It makes the mobile platform advanced by entering features like EDGE technology,bluetooth ,wi.fi,accelerometer,magnetometer. With the help of all these technology we can say its the mobile platform of the future use.

16. REFERENCES:  Android website: http://code.google.com/android/

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 YouTube: Androidology

 Official website-http://www.androiddeveloper.com/

 www.wikipedia.org for miscellaneous search

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