Trina Gregory. Background. Contact
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2 Trina Gregory Background BA, Mathematics-Computer Science Software engineer for over 15 years Teaching at USC since Spring 2007 MS, Computer Science Contact or Office: OHE 412 Office hours listed on Blackboard 2
3 Why mobile? Mobile is the fastest-growing industry on the planet digital technologies major media money medical It's huge! 3
4 What does 'mobile' mean? 4
5 Who has a smartphone? What defines a smartphone? Mobile operating system Connectivity to the Internet Have apps like and web browser Ability to install third-party apps 5
6 Mobile Devices What makes them so cool? Portable computer Multiple devices in one Multi-touch interface Runs applications 6
7 Planet > 7 billion people China has > 1.3 billion people India has > 1.2 billion people USA has > 300 million As of 2010,1.2 billion people who live without electricity 7
8 Other Statistics 1.2 billion personal computers in use worldwide 1.1 billion fixed landline phones 1.0 billion automobiles registered and in use 1.6 billion television sets 1.7 billion credit card users 2.2 billion people with a banking account 3.9 billion radio receivers in use worldwide 8
9 How big is mobile? 6.4 billion active mobile phone accounts 9
10 Unique Mobile Users 4.5 billion unique mobile phone users 34% of all mobile phone users will have more than one account 64% of all people alive on the planet have a mobile phone 10
11 Smartphones 9 out of 10 smartphone users use their phone on a daily basis The most popular smartphone activity is (in order): 1. Texting 2. Internet browsing 3. Playing games Most likely owners (62%) are between the ages of 25 and 34 11
12 12
13 Smartphone Market Share 13
14 Android Android dominated the market with a 78.0% share. Samsung, a #1 contributor, managed to increase its volumes quarter on quarter with strong sales channel, wide product portfolio, and particularly a greater focus on low-midrange devices. However, it was still down year over year by 8%, unlike the other top Android players such as Lenovo, Huawei, LG, Xiaomi, and ZTE which ranged from flat to 28% YoY growth. 14
15 ios ios saw its market share for 1Q15 decline slightly to 18.3% with 61.2 million shipments. Given the post-holiday seasonality, Apple's follow-up quarter appeared strong and was in itself surprising. It enjoyed success thanks to consumers' insatiable appetite for larger screened ios devices in many key markets including Greater China, even though China's overall year-on-year market growth in the quarter flattened significantly 15
16 Windows Windows Phone experienced a slight rebound of share to 2.7% YoY from 2.5% with 9.2 million units shipped this quarter. Since its acquisition of Nokia in 2014, Microsoft has been revamping the product portfolio with Microsoft branded Lumia devices. Although HTC and Samsung had a decrease in Windows Phone, K-Touch and BLU have come in and replaced them as the second and third vendors of Windows Phone. What remains to be seen is whether Microsoft could build the ecosystem with its Windows 10 and a new strategy to target varied consumer demands. 16
17 Blackberry Blackberry OS continued to decrease across regions. However, the BlackBerry Classic launched in 4Q14 shipped triple amount this quarter, which could be an opportunity for the brand. 17
18 18
19 Apple's App Store Statistics 19
20 Apple Mobile Devices Mobile phones iphone iphone 3G, iphone 3GS iphone 4, iphone 4S iphone 5, iphone 5c, iphone 5S iphone 6, iphone 6 Plus Tablets ipad ipad 2 ipad 3 (The new ipad) ipad mini ipad Air ipad Air 2 ipad mini 3
21 Course Objective This course teaches how to develop applications for mobile devices such as iphones and ipads (ios). We will go through the process of building a mobile application from start to finish using the ios SDK (Software Development Kit). You will learn the basics of the Objective-C programming language, how to design mobile interfaces, how to use the libraries to build applications that have the proper look and feel, how to design and handle user input, and other aspects as time permits. 21
22 Prerequisites ITP 365, CSCI 104, or CSCI 102. May be waived for other programming classes such as EE 355. Need to have experience with Programming Data structures Object-oriented language 22
23 Instructor Trina Gregory Call me "Trina", "Ms. Gregory", "Professor Gregory" Office Hours on Blackboard 23
24 Course Structure The class meets for one hour and 50 minutes twice a week for a total of 3 hours and 40 minutes. These sessions include lectures and hands-on learning labs. One exam is given during the semester and held during the class meetings. Weekly assignments and a final project are completed outside of class time. Access to a computer is recommended, although ITP holds open lab hours with computers. 24
25 Course Format Lecture/Lab Meet twice a week Monday/Wednesday 12 1:50 pm KAP 160 Roster Will be passed around each lecture Please sign your name 25
26 Fall Schedule Holidays Labor Day Week 3 Monday September 7, 2014 Thanksgiving Week 14 Wednesday - Friday November, 25-27,
27 Grading Assignments 50% Midterm Exam 25% Final Project Proposal 2% Final Project 23% Total 100% 27
28 Grading Scale The following scale is used to determine the letter grade: 93% and above A 90-92% A % B % B 80-82% B % C % C 70-72% C D 64 and below F If you are taking the class with a grade of P/NP, you must earn a grade of 70% or higher in order to receive a P. Final grade percentages are calculated to two decimal places and rounded to hundredths. For example, is a B+ while is rounded to 90 and thus an A-. 28
29 Homework The assignments will be posted on Blackboard under the Assignments section. Each assignment will include instructions, a due date, and a link for electronic submission Assignments must be submitted using this link. All assignments will be digitally submitted through Blackboard except where specifically specified. Do not them to the lecturer or lab assistant. 29
30 Homework It is your responsibility to submit assignments on or before the due date. Assignments turned in up to three days late will have 50% of the total points deducted from the graded score. After three days, submissions will not be accepted and you will receive a 0. It is the responsibility of the student to contact the grader when posting late projects. 30
31 Homework You are required to keep a copy of all of your assignments. You may save your assignments using a USB flash drive or a website such as You will not be able to save your work on the ITP lab computers. ITP is not responsible for any work lost. 31
32 Policies No make-up exams (except for documented medical or family emergencies) will be offered. A roster will be passed around the room during each lecture session. Please sign by your name for the appropriate week. Do not sign in for another student; doing so is an academic integrity violation. 32
33 Open Labs ITP offers open lab use for all students enrolled in ITP classes. These open labs are held beginning the second week of classes through the last week of classes. Hours are listed at The open labs will not have a lab assistant for this specific class. These lab times are there in case you do not have a computer or need extra time to complete an assignment. 33
34 Academic Integrity Assignments and projects in computer programming course are different from those in some other types of courses. Students may NOT collaborate, work together, share code, or in any way exchange solutions for assignments and projects. Any sharing of ideas or code will be considered a violation of academic integrity (cheating); an SJACS report will be filed with the recommended penalty of an F in the course. Do not share your code with anyone else in this or a future section of the course, as allowing someone else to copy your code carries the same penalty as you copying the code yourself. 34
35 Grading Midterm Exam Week 9, 2 nd lecture Wednesday October 21, 2015 Final Project Scheduled final exam time Friday December 11, am 1 pm, KAP
36 Setup for Development We will use the ios software development kit (SDK) and Xcode, Apple s integrated development environment (IDE). Xcode It includes a source editor, a graphical user interface editor, and many other features. Xcode employs a single window, called the workspace window, that presents most of the tools you need to develop apps. Within this window you smoothly transition from writing code, to debugging, to designing your user interface. The ios SDK extends the Xcode toolset to include the tools, compilers, and frameworks you need specifically for ios. 36
37 Development Download Xcode from Mac App Store Free! ios SDK is included. USC is part of Apple s ios Developer University Program We can develop and test apps on devices for free (usually $99). You do not need to enroll as an Apple Developer. You will need an Apple ID. 37
38 Xcode Manage your workflow in Xcode GettingStarted/RoadMapiOS/chapters/ CreateYourAppinXcode/StartYourProjectinXcode/ StartYourProjectinXcode.html 38
39 Language Objective-C is an elegant object-oriented language that powers all ios apps. Although you can use other languages for development, you can t build an ios app without Objective-C. Objective-C is a simple language with syntax and conventions that are easy to learn especially if you have experience with other object-oriented languages such as Java or C++. Objective-C is a superset of the C language. 39
40 Objective-C The Objective-C language specifies a syntax for defining classes and methods, for calling methods of objects, and for dynamically extending classes and creating programming interfaces adapted to address specific problems. As a superset of the C programming language, it supports the same basic syntax as C. You get all of the familiar elements, such as primitive types (int, float, and so on), structures, functions, pointers, and control-flow constructs such as if...else and for statements. You also have access to the standard C library routines, such as those declared in stdlib.h and stdio.h. 40
41 Objective-C Objective-C adds the following syntax and features to ANSI C: Definition of new classes Class and instance methods Method invocation (called messaging) Declaration of properties (and automatic synthesizing of accessor methods from them) Static and dynamic typing Blocks encapsulated segments of code that can be executed at any time Extensions to the base language such as protocols and categories 41
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