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Wednesday, May 23, 2012

An introduction to cross-platform mobile development technologies

Introduction

Smartphones and tablets are becoming ubiquitous, and, with them, mobile apps. But what does the proliferation of different devices mean for developers entering the market? Do you target a single platform, build your app twice for iOS and Android, or use a cross-platform framework?

Here's a bit of history, and an overview of the different technologies on the market now:

First, there was the iPhone

There were smartphones before the iPhone and there were mobile apps as well. Windows CE was first released in 1996, but it was Apple's iPhone (launched in 2007) that really signaled the start of the smartphone era.

Originally, the iPhone didn't allow third-party native-code apps to be installed; developers wanting to add their own content had to do so using HTML web apps running in the phone's browser. There were some extensions to make such apps look like Apple's apps rather than web pages, but access to the hardware was limited.

With 2008 came the App Store, and with it the opportunity to develop in native apps in Objective C. This wasn't without limitations: development required a Mac, Xcode, and only documented parts of the API were available. The resulting app then had to be vetted before being published.

However, the iPhone's dominance at this stage meant that mobile developers really only had to target one platform, one device, and a very small set of OS versions.


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