Best Platform For Hobbyist Mobile Development? 143
An anonymous reader notes a blog entry, possibly his own, comparing and evaluating 8 mobile platforms from the point of view of their suitability for a hobbyist programmer. Covered are iPhone, Java ME, Windows Mobile, Linux, Palm, Brew, Symbian, and Blackberry. The writer seems open-minded and is a strong fan of free software, but he gives the edge to Windows Mobile for this class of developer.
Issues (Score:3, Interesting)
Right off the bat, two very large platforms, he says 'I've never done anything with this one.' So he counts it out -- why even put it in the article?! My minimal experience with Blackberry development seemed pleasant enough -- it was easy to compile the software and get it on the phone, and it was easy enough to execute it. Granted, it was a loaner blackberry so I only got it for a few days, which in my case, was enough time to tinker with example code.
As for Brew, which the author also states he has no experience with, but goes on to talk about the horrendous signing requirements...which I guess is better than the one-sentence approach to Blackberry.
As for Symbian, wtf is he talking about? I had a good friend that was porting some small-time development house's flagship phone cardgame suite from, believe it or not, XBox to a Symbian smart phone. I don't recall what version of the OS it was, but it certainly didn't seem like it was a pain to sign anything. He showed me the entire process - save code in IDE, compile code, open phone in My Computer > Bluetooth Devices section, drag-n-drop the compiled package, go on phone, run program.
He did however complain about how picky Symbian was about memory management, and that it was extremely annoying in that it would tell you about every byte you didn't clean up perfectly when your application closed. I suppose thats a good thing and a bad thing. Maybe they had some weird dev phone that didn't need signing, I don't know -- they were big enough to have a developer XBox 360 several months before it was officially released.
For some reason, I have a feeling this guy was just running out of material and got bored.
My Take (Score:5, Interesting)
1. J2ME. It's the Java you all know and either love or hate, but with a different library. Some things work the same way as they do on the desktop. Some things work differently. And some don't work at all. Generally, there will be differences from device to device. Lots of devices come with J2ME implementations. Developing tools are freely available. J2ME seems to be a relatively stable target.
2. Linux. It's Linux. In theory, it's the same as desktop, server, etc. Linux. You should be able to use the same developing tools and libraries, which are freely available. In practice, devices may have odd differences and limitations compared to desktops running Linux. Sometimes, vendors go out of their way to introduce incompatibilities. It's a mine field. The number of devices Linux runs on is limited, and the ones you can reasonably limited are fewer still. Although the core of the platform is stable, parts of it are very much moving targets.
3. Windows Mobile (formerly known an Windows CE and Pocket PC). Pretends to be Windows but isn't. The platform has odd limitations and restrictions that differ from version to version and from device to device. Developer tools are available, but not necessarily free of charge. It all depends on the target device, its configuration, and the version of Windows Mobile. In general, you will have to pay for developer tools, compile different versions of your app for different targets, and pay for signatures on some targets. Many devices come with some incarnation of Windows Mobile on them. The whole platform is a moving target, with incompatibilities introduced at about every release.
The way I see it, of the three, Java wins hands down. It's the only one that is actually workable.
I don't know where Vivek is coming from when he says ``I never thought that Windows Mobile would take the pie, but for a hobbyist programmer they offer the best SDK's and you can make applications without worrying about certificates while testing and debugging. With a windows mobile one really feels in control, if you want to screw up your mobile device its really upto you. One rarely feels tied down the API's are clean and functional. Getting your first demo program onto the device takes a few seconds. It just makes sense to develop for windows mobile. There is almost no need to get your applications signed, at least for testing.''
To me, it has been the exact opposite of that. It's a nightmare. It's a nightmare to figure out what you have to download to get up and running. You can compile binaries for th platform with various tool chains, including some (user friendly for me) open source ones, but they won't run on all devices, as they will be lacking the right signatures. If you do get your application signed (which is costly; you have to sign every version of every exe, dll, and cab), it won't work on older releases that don't support code signing. The platform is almost ridiculously limited, and limitations aren't consistant across versions (e.g. you may or may not be able to get at a given file using the file open common dialog).
I'm thinking Vivek just tested things using one device, and was lucky enough that it didn't throw a tantrum.
Re:J2ME (Score:3, Interesting)
It's the Java way, or maybe the Enterprise way. They like acronyms and buzzwords and pretending they've invented something new, when it's really something that has existed outside the Java world for ages, or a workaround for some limitation of Java.
``Sun is snatching defeat from the jaws of victory; give it another few years and they'll have thoroughly destroyed the mobile Java market as well, just like they did with the Java desktop market.''
I believe Microsoft takes the credit for that one. Sun's premise was "compile once, run anywhere". Microsoft made it not work on Windows. Not being able to reach 90+% of your target audience = dead product.
Re:My Take (Score:5, Interesting)
Personally I was put on the spot with no mobile device experience -whatsoever-, with a 2 weeks deadline to learn it AND deliver a tested, fully working and deployable (on customer devices) remote real time inventory management software su pporting most mainstream Windows Mobile enabled barcode scanners (I realise I'm not talking hobby anymore) with nothing but the lowest version of Visual Studio that supported it (which is incredibly cheap, especially since you can get an upgrade from virtually anything, including competing products), and I actually finished ahead of time.
Then by replacing the bits that actually used the barcode scanner with a stub, we were using my boss' cellphone to demo it to customer without any changes (beyond the one I just mentionned). That was pretty fun
Re:J2ME (Score:3, Interesting)
Long story short, I thought Java would be perfect for developing an app I could run on the desktop or PocketPC; instead it is a nightmare. I ended up writing my app on PerlCE, a port of perl to the PocketPC. Works for me, but it's nothing you could redistribute and has plenty of rough edges. In fact it turned out as a command-line app which wasn't really what I set out to accomplish.
Actually, PocketPC's in general are really going down the tubes. All the software Windows Mobile 5 is awful, unstable, and simplistic. It's so unstable as to be almost unusable. I think everybody at HP and Microsoft has moved on to smartphones, the PocketPC has a strong odor of decomposition about it. Sucks for those of us whose workplaces disallow cellphones.
Disappointing - this is needed information (Score:3, Interesting)
It may just say that the mobile space is really not targeting the hobbyist... should we change that?
If someone has actual experience in this, would much welcome reading it.
My experiences (Score:5, Interesting)
They wanted to get away from their usual approach of having to make a whole new custom system for each car project, so we made a custom hardware platform running Windows-CE that we could sell to different car manufacturers just by modifying the front panel and changing some of the graphics.
Anyway I just told you all that to establish my experience and tell you that porting CE to a custom platform and developing drivers etc. for CE sucks very badly compared to doing the same with Linux due partly to the poor documentation and lack of support from Microsoft, and also that CE itself and its APIs are very badly designed and structured compared to Linux.
Mobile Development Experience (Score:1, Interesting)
Now that I have a Sharp Zaurus C1000, which currently runs the latest testing image of Angstrom Linux and boots from a 1 GB SD card, I have more useful tools like gcc, binutils, vim, python, tcl/tk, GTK+, XWindows, etc. on-board with *native* ARM assembler support and best of all, no stupid 32k branching limit (i.e. Palm OS 5 implements a Dragonball M68k VM-like compatibility layer to run legacy apps on ARM hardware (in fact, all Palm OS 5 software needs at least a M68K bootstrap code segment to even run at all), but a side-effect of this is that the short-comings of the M68k are also emulated, such as the 16-bit data bus xP). PC-based development options include cross-compilers like Scratchbox, which is also useful for compiling *large* apps (i.e. new kernels). I'd say I'm better off with Linux--it's capable of so much more in embedded space than the competition.
FTR, I never found a useful way to develop for Windows Mobile short of paying out the wazoo for CodeWarrior or MSVC++.
Unless You're A Web Developer (Score:2, Interesting)
You can make HTML+CSS+JS with any Unix to W3C standards and test in Firefox and your work will display beautifully on the iPhone or iPod, which also has an excellent HTML+CSS+JS debugger and Bonjour networking. Very low cost of entry, especially if you were going to buy an iPod or iPhone anyway, and the stuff you make also works on every Web 2.0 system. You can also include ISO MPEG-4 H.264/AAC media and you're compatible with everything, even Flash as of v10.
There is very little you can do natively on mobiles anyway, the ones with native apps all have no memory and bad operating system software, that's why there is so much interest in native iPhone apps, because it's the first phone with the resources. Put that aside for now and you notice that many iPhone Web apps are better than native apps for other phones.
Hecl (Score:3, Interesting)
Also, for fun, I created a prediction market about which platform will dominate, but since it's not played with real money, it's not worth all that much:
http://home.inklingmarkets.com/market/show/6481 [inklingmarkets.com]
Programming J2ME is FUN with NetBeans 6 ;) (Score:5, Interesting)
Sun is snatching defeat from the jaws of victory; give it another few years and they'll have thoroughly destroyed the mobile Java market as well, just like they did with the Java desktop market.
There are several samples included: like sounds, graphics, basic networking, games. I recommend everyone who is interested in developing application for mobile devices to check it out
But if you already hate Java, then just stick to the Windows platform. It's also very good.
Re:My Take (Score:3, Interesting)
My quick take from a nightmare project about 8 years ago :
Java : I actually believed them when they said "Write once, run anywhere". For me this became "Write once, run away". Ive not touched Java since.
Windows CE/PPC : This platform was so well documented they would often have 3 or 4 versions of the documentation for an API. Which would have been fine if ANY of those versions had been either correct OR complete. This was the first project on which I actually quit from pure frustration at the toolset.
Anyways, I feel for you
Re:J2ME (Score:3, Interesting)
I'm writing an OpenSource J2ME application as an hobby (shameless plug: http://jbit.sourceforge.net/ [sourceforge.net]) and I don't think J2ME it's that complicated. Its basic API (MIDP1) is very simple. Its second incarnation (MIDP2) is also simple. There are a lot of optional APIs, but I believe you can write interesting applications without them. Sure, if you want to use GPS, you need to use a specialized API and not every phone will support it. I think it's fair.
But this IMHO is missing the point. Are there any other platforms besides J2ME? I'm sorry but I don't see that many SmartPhones around me (Italy). Most people I know think they are expensive and bulky. I have a friend who still has a Nokia 3310. Laugh as much as you like, but its display has better visibility under direct sunlight than most "Smart" phones I've seen.
I came to the same conclusion (Score:1, Interesting)
Re:Oblig OpenMoko shill (Score:2, Interesting)
Re:J2ME (Score:5, Interesting)
Java EE is an utter mess, in my opinion. Too many acronyms and buzzwords and oh god the XML configuration files where everything has to be configured in three different places and then when you get something wrong it breaks and you can't figure out why... *deep breath*
That was my impression of it anyway. Some of it was incredibly useful, but all the unnecessary configuration just got in the way.
J2ME is nowhere near as complicated or difficult to get up and running. Eclipse, the EclipseME plugin and a compatible device are all you really need. The plugin does all the essential stuff for you, and having bluetooth on both the device and your PC makes deployment easy. For more serious stuff I use J2ME Polish (as in Mr Sheen), which handles handset compatibility and APIs quite well, as well as giving more control over the GUI.
That said, I got the distinct impression from TFA that, on the subject of J2ME, the author didn't have a clue what he was talking about:
For a start, MIDP 2.0 is part of the CLDC Wireless Toolkit. And as for "where am I supposed to test it"... well, the toolkit comes with an emulator for precisely that purpose. Most modern mobile phones are also MIDP 2.0 / CLDC 1.1 compatible, so that shouldn't be a problem. There are also optional APIs that the mobile manufacturers can provide according to the capabilities of the phone (for example, the Nokia N95 contains a GPS unit, so the Location API is included).
I'm not saying that it's the best mobile development platform out there, as I've come close to tearing my hair out when faced with some of it's limitations. But if there's one thing I can't fault it on, it's the shallow learning curve. I suspect the author wasn't really trying.
Re:Badly written (Score:2, Interesting)
Re:J2ME (Score:3, Interesting)
Oh really? If J2ME is a toy platform, what is the real platform then? J2ME is deployed on billions of devices and it would be insane for any ISV to ignore that. Yes, the platform is balkanized and you have to perform a lot of painful compatibility testing to ensure that your software works on a wide range of devices. Exactly the same problem you would have had if you wanted to deploy commerical apps targetting GNU/Linux. And yes, write once run anywhere is a myth. But what is your alternative? The Windows Mobile market is only about a few millions so that is right out.
And which of Investigators, Sims 2, VRally-3D, Extreme Air Snowboarding 3D, Tomb Raider, Virtua Tennis and 3D Golf xPro is a trivial game? Which of them is developed for a specific device?
SuperWaba and OpenMoko (Score:3, Interesting)
First, SuperWaba [superwaba.com.br]. It is by no means a fully feature platform, but if you are just doing some basic programming and want to be able to support multiple platforms (WinMo, Palm, and Blackberry) then it is fairly easy to get up and running. Also, it based on java, so 90% of java examples will "just work" when programming with SuperWaba. FWIW, that is what we are using for our deployment of a mobile solution for our company. Also, it is GPL for the community version and if you purchase support, you can have the LGPL version.
Second, OpenMoko [openmoko.org]. It has been discussed on
I know that neither of those have the numbers of the 8 that the article evaluated, but for certain cases they are very viable platforms. Also, both have a lot more freedom than most of those platforms as well.