In this video Shai Almog explains the basics of Codename One and its portability. You can also read some of the low level explanations in this stackoverflow answer. The gist of it is that Codename One translates code to native OS's. Since it's based on Java Codename One is native to Android.
Easy to use cross platform tools are usually "weak" in terms of capabilities. Tools that are as powerful as Codename One is usually don't offer a portable GUI builder due to the difficulty of cross platform component layout and positioning. Our second generation GUI builder uses a unique approach for layout that is powerful, portable and intuitive. You can control every pixel and draw anywhere. In Codename One you can override the paint method or styling of any component and just change the way they draw themselves and it will work!
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You can override the glass pane or layered pane behavior and draw over any region in the screen without a hassle or native issues. This is possible since Codename One is a lightweight framework, a unique architecture among mobile frameworks. But it takes that even further with heavyweight mixing.
You can also check out this video. Full access to native OS using the native language e. Obj-C, C etc. But you might reach a point where you need something from the native OS. For that we have native interfaces. Native Interfaces let you write native OS code if you need to, they let you package it in a library so your code can be completely abstracted.
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There are no limits on the type of code you can write with Codename One. Some other tools require usage of their language when working in native, so if you find a sample on Apples website you need to translate it to your language of choice first. With native interfaces you can just paste the code into the native interface and it will work when running on iOS or the respective platform. One of the popular features of Codename One is native Google Maps support.
It works by literally embedding the native Google maps widget into a Codename One application. You can place Codename One components on top of this map and interact with both This is very powerful and as far as we know a unique ability of Codename One within the lightweight frameworks. Open Source and Free for commercial use with enterprise grade commercial offering. The planning phase of a sprint involves dividing up the list of tasks to be implemented during the current iteration. Each task needs clearly defined requirements. Once these requirements are understood by developers, they will often estimate the time needed to complete each task, so that the tasks can be evenly distributed to ensure a balanced workload during the sprint.
Developers also begin planning their approach to solving their assigned problems during this phase. Skilled software developers find ways to intelligently reuse code throughout an application. This is especially important for implementing styles and shared functionality. Instead, well designed software can be changed in select places to make these sorts of sweeping changes. During the development phase your development team will begin implementing the styles and functionality of your app. As they are completed, they are assigned back to a project manager or QA tester for review.
Good project managers are able to fully optimize developer workloads during this process by properly redistributing assignments throughout the sprint. It is important that your development team fully understand the goals of the application as a whole and for the specific feature they are working on. Nobody is more in-tune with that particular feature than the assigned developer.
They should understand the intent of the requirements. If something starts to not make sense, it is often developers who will be the first to let you know. During development, we use a platform called Hockey App. It allows us to privately and securely distribute the in-development version of the app to testers, clients, and other developers. It is a great way to keep everyone up to speed on progress. During development, we try to update Hockey once or twice a week.
This will help ensure a more genuine testing experience. There are several types of testing that should occur during each sprint. These typically include the following:. Functional Testing - Testing to ensure the feature works as described in the requirements. Usually, a QA team will have a test plan with a list of actions and the desired app behavior. Usability Testing - Testing to ensure the feature is user-friendly and is as intuitive as possible. Performance Testing - Your app might work perfectly, but if it takes 20 seconds to display a simple list, nobody is going to use it.
Fit and Finish Testing - Just because the design phase is complete past, doesn't mean you can lock your designers in a closet. Designers should review each feature and ensure that their vision was implemented as described in the design. This is another reason why having one agency for both design and development is so beneficial.
Regression Testing - Remember that one feature from the previous sprint? Good QA teams will have a list of tests to perform at the end of each sprint, which will include tests from previous sprints. Device-Specific Testing - There are tens of thousands of device and operating system combinations in the world. When testing, make sure you try out your app on numerous screen sizes and OS versions. User Acceptance Testing - This is testing performed by either the app owner or future app users.
Remember who you are building this app for and get their feedback throughout the process. If a feature passes all the above tests, but fails this one, what use is it? As problems are discovered in this phase, reassign tasks back to developers so that the problems can be resolved and the issues closed out. Once testing has been completed and each task is done, move on to review.
At the end of each sprint talk with each of the stakeholders and determine how the sprint went. If there were difficulties, try to eliminate similar issues from future sprints. If things went well in one area, try to apply them elsewhere. No two projects are the exact same and everyone should always be advancing in their roles, so aim to improve, while you iterate.
Once review is complete, begin again with the planning phase and repeat this process until the app is done! At this point your app should be fully testable and feature complete at least for the MVP. Before you spend a sizable amount of time and money on marketing, take the time to test your app with a sample of your potential users. There are two main ways to go about this.
Focus groups involve conducting an interview with a tester or group of testers who have never seen the app before and conduct an interview. You want to understand who these testers are, how they learn about new apps, and if they use similar apps already.
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Try to get some background info out of them before even getting into your product. Next, let your testers begin using your app. They should not be coached during this process. Instead, let them use the app as if they had just found it in the app store. See how they use the app, and look for common frustrations.
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After they are done using the app, get their feedback. Remember to not be too strongly guided by any one tester, but combine feedback and make intelligent decisions using all available feedback. In addition to, or instead of focus groups, you can do a beta launch of your app.
Beta tests involve getting a group of testers to user your app in the real world. They use the app just as if it had launched, but in much smaller numbers. Often these beta testers will be power users, early adopters, and possibly your best customers. Make sure they feel valued and respected. Give them ample opportunities to provide feedback and let them know when and how you are changing the app. Also, beta testing is a great time to see how your app performs on various devices, locations, operating systems, and network conditions.
It is imperative that you have sound crash reporting for this step. It does you no good if something goes wrong, but is not discovered and diagnosed. After these extended review periods, it is common to have a final development sprint to address any newly discovered issues. Continue beta testing during this process and ensure that your crash and issue reports are declining.
Once you have the all-clear from your testers, it is time to begin preparing for deployment. There are two main components to deploying your mobile app into the world. The first involves deploying your web server API into a production environment that is scalable. Most mobile apps require a server back-end to function.
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These web servers are responsible for transferring data to and from the app. If your server is overloaded or stops working, the app will stop working. Properly configured servers are scalable to meet your current and potential user base, while not being needlessly expensive. It is not terribly difficult to scale for most mobile apps, but you want to ensure your team knows what they are doing or your app could fall apart, just when it gets popular.
Submitting your apps to the app stores is a moderately involved process. You need to make sure your apps are properly configured for release, fill out several forms for each store, submit screenshots and marketing materials, and write a description. Additionally, Apple manually reviews all apps submitted to their app store.
It is possible they will request you make changes to your app to better comply with their regulations. Often, you can discuss these changes with Apple and get them to accept your app as-is. Other times, you might have to make changes to be granted entrance. Once your app is submitted, it will be live in Google later that day and in Apple within a few days, assuming everything goes smoothly. It would be incredibly naive to think that the mobile app development process ends when the app is shipped. Go look at any even moderately popular apps and you will see a long history of app updates.
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