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(b) Microkernel –
Tries to minimize the size of the kernel code.
Most mobile OS based on the microkernel design.
Only the basic hardware-depended functionalities & a few critical
functionalities are implemented in the kernel mode & all other
functionalities are implemented in the user mode
(+) Easier to port, extend & maintain the OS code.
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5.2 Special Constraints and Requirements of Mobile O/S
(a) Special Constraints
Limited Memory.
Limited Screen Size.
Miniature keyboard.
Limited processing power.
Limited battery power.
Limited and fluctuating bandwidth of the wireless medium.
i) Limited memory
A mobile device usually has much less permanent & volatile storage compared
to that of desktop or laptop.
To deal with the limited memory of a mobile device, OS must small as much
as possible & yet provide rich user functionalities to meet user demands.
ii) Limited Screen Size
Size of mobile must be small and portable.
This limits the size of the display screen.
New innovative user interface is needed to overcome this constraint &
minimize the user inconveniences.
iii) Miniature KeyBoard
Mobile handsets are either provided with a small keypad or the small-sized
display screen is used as a keyboard in a touch screen mode or by using
stylus.
Typing is too difficult for large document creation
iv) Limited Processing Power
Most of the modern mobile devices incorporate ARM based processor.
These processors are energy efficient, cheaper and powerful but it is slower
processor.
The sizes of the on-chip & off-chip memory are also restricted.
To deal with the restricted processing power, storage & battery power,
usually the OS is made to provide only a limited number of functionalities.
v) Limited Battery Power
Mobile need to lightweight and portable so we need to use slim batteries.
OS needs to be computationally efficient and to minimize the power
consumption.
vi) Limited and Fluctuating bandwidth of the wireless medium
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Mobile OS needs to run complex protocols due to the problems caused by
mobility and wireless medium.
A wireless medium is directly affected by noise leads to high bit-errors
rates.
Therefore the speed of communication (Bandwidth) may fluctuate due to
noise, mobility of the node and obstacles.
The uninterrupted communication requires a special support for data
caching, pre-fetching & integration.
(b) Special service Requirements
Support for specific communication protocols
Mobile device are often required to be connected to the base station &
various types of peripheral devices, computers & other mobile devices.
The types of communication protocols used for communication with the
base station depend on the generation of communication technology (1G,
2G, 3G.....)
For communication with other devices & with computers, TCP/IP &
wireless LAN protocols need to be supported.
For web browsing and communication with other personal devices such as
pen drive & headphones, infrared & Bluetooth connection preferable.
This mandates the OS to support multiple protocols & hardware
interfaces.
Support for variety of input mechanisms
Smartphones usually support the QWERTY keyboard. Many recent
mobile phones also support touch screen or even stylus based input
mechanisms along with the handwriting recognition capability.
A mobile OS needs to support a variety of input mechanisms to make it
generic & usable by different manufactures of mobile devices.
Compliance with open standards
Smartphones come in many different shapes & sizes & have varying
screen sizes & user input capabilities.
Therefore, the user interface & networking capabilities of a mobile OS
need to be designed keeping these diversities in view.
Extensive library support
The cost effective development of the third party applications requires
extensive library support by the OS.
Support for Integrated Development Environment (IDE)
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Traditional OS work on many processor & hardware configuration.
Therefore, general purpose IDEs such as Eclipse be used to develop
applications.
However, mobile OS need to have their own IDE for effective software
development & good performance of the development software.
a) IBM Simon
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It is provided with a suite of basic applications for personal information
management. Later versions of the OS have been extended to support smart
phones.
It uses the Motorola processor of 16 Mhz with 256 Kb or 512 Kb of Built in
RAM.
Applications
Date Book
Address Book
To Do List
Memo Pad
Features:
Monochrome LCD Panels with Handwriting Recognition.
Simple, single-tasking environment to allow launching of full screen
applications with a basic, common GUI set
Monochrome or color screens with resolutions up to 480x320 pixel
Graffiti 2 - handwriting recognition input system
HotSync technology for data synchronization with desktop computers
Sound playback and record capabilities
Simple security model: Device can be locked by password, arbitrary
application records can be made private
TCP/IP network access
Serial port/USB, infrared, Bluetooth and Wi-Fi connections
Expansion memory card support
Defined standard data format for personal information management
applications to store calendar, address, task and note entries, accessible
by third-party applications.
c) Symbian OS
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Large sized colour screen, easy to use interface & an extensive suite
of applications make it well-suited to support advanced features such
as rich content downloading & MMS.
Used on Nokia’s smartphones & Samsung handsets.
UIQ (User Interface Quartz) Interface –
Software package developed by UIQ technology for symbian OS.
This is a GUI layer that provides capabilities to develop applications &
create user interfaces.
Features:
It supports communication protocols like TCP, UDP, PPP, DNS, FTP, WAP.
It supports Bluetooth, InfraRed, USB Connectivity.
CPU is switched to Low power mode when application is not responding an
event.
It is optimized for Low power and memory requirements
All Symbian programming is event based applications run by active
objects.
Carbide is an IDE toolkit that is available for C++ development on
Symbian OS.
e) Android OS
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Mobile OS currently developed by Google, based on the Linux kernel and
designed primarily for touch screen mobile devices such as smartbphones
and tablets.
Features
Phone based keyboard or touch screen for input.
Has built-in web browser that renders the web page fully.
Easy way to develop third party applications.
Android SDK and Eclipse.
Provides RDBMS SQLite for data storage.
Pre installed applications such as Gmail, Maps, Voice-Search, etc.
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Core libraries
Dalvik virtual machine
DVM converts the java code into native ARM code.
Each Application runs as own process with own instance of Dalvik virtual
machine (DVM).
(iv) Kernel
Apple developed iOS for iPhone the direct replacement for iPod.
It is the second most popular mobile operating system in the world by sales,
after Android.
The iOS user interface is based on the concept of direct manipulation, using
multi-touch gestures.
Interface control elements consist of sliders, switches, and buttons.
Interaction with the OS includes gestures such as swipe, tap, pinch, and
reverse pinch, all of which have specific definitions within the context of the
iOS operating system and its multi-touch interface.
Internal accelerometers are used by some applications to respond to shaking
the device or rotating it in three dimensions.
g) Blackberry OS
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It has a very good email system at user level.
It supports instant mailing while maintaining high level of security through
on-device hardware based message encryption.
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Broadcast receivers - Broadcast Receiver is a component that responds
to broadcast messages from another application or the same system. It
can also deliver broadcasts to applications that are not
running. Example: notify the user that the battery is low
(ii) iOS SDK
Developed by Apple Inc.
Allows for the development of mobile apps on Apple's iOS operating system.
Package contains
Development IDE.
Iphone Simulator.
Applications written in Swift and Objective - C.
Some elements of application developed using C and C++.
The SDK contents are separated into the following sets:
(ii) Media
OpenAL
Audio mixing and recording
Video playback
Image file formats
Quartz
Core Animation
OpenGL ES
Networking
Embedded SQLite database
Core Location
Threads
CoreMotion
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(iv) Mac OS X Kernel
TCP/IP
Sockets
Power management
File system
Security
M-commerce (mobile commerce) is the buying and selling of goods and services
through wireless handheld devices such as cellular telephone and personal
digital assistants (PDAs). Known as next-generation e-commerce, m-commerce
enables users to access the Internet without needing to find a place to plug in.
Applications of M-Commerce
Advertising
Comparison shopping
Information about a product
Mobile Ticketing
Loyalty and payment service
Interactive advertisements
Catalogue shopping
Advertising
Location based advertising.
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Purchase track will give you the information about future buy’s of same
customer.
Comparison shopping
Pricing analysis with different shops.
Feature analysis with different products and brands.
QOS can be improved by customers reviews.
Information about a product
Consumers can know more about what they buy.
Pharmacy and dosage information about the trucks.
Mobile Ticketing
We can buy M-Tickets using credit cards.
Purchase confirmation can be sent through SMS or e-mail.
Train, Movie, Bus, etc.
Loyalty and payment services
Payback cards
Points will be generated according to the user buy’s.
According to points user earns they may avail special gifts
Interactive advertisements
Offers through the TV and Teleshopping
Catalogue shopping
Direct buy using direct link sent by company.
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Server-side program.
Client-side program.
Client-side programs gives the nice user interface to the user.
Server-side programs gives,
Accessing the database.
Computations.
Server-side programs resides on remote host computers.
i) Mobile Devices
It provides the user interface to user and moves the data from device to
internet and vice versa.
Feature required
Good internet connectivity,
Ability to display rich content like images.
Equipped with good quality of camera with autofocus.
Screen should display the bar codes properly.
Ability to read RFID tags.
SMS, MMS capability to send and receive.
Ability to communicate between mobile devices and supporting networks.
Ability to scan the bar codes.
Ability to interact with the Point-of-Sale (PoS) terminals.
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It mostly handles the encryption and decryption in communication.
It provides the secure transactions.
iii) Network
Advantages of M-Commerce
For business organization, the benefits of using M-Commerce include,
Customer convenience
Cost savings
New business opportunities.
From the customer's perspective,
M-Commerce provides the flexibility of anytime, anywhere shopping
using lightweight devices.
The customer can save substantial time compared to visiting several
stores for identifying the right product at the lowest price.
Mobile devices can be highly personalized, thereby providing an additional
level of convenience to the customers.
Repeated orders can be placed at the touch of a button.
Disadvantages of M-Commerce
Mobile devices do not generally offer graphics or processing power of a PC.
The users therefore constrained to use small screen and keyboard and low
resolution pictures and videos.
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The small screens of mobile devices limit the complexity of applications. For
example, the menu choice, and text typing capability are severely
constrained.
The underlying network imposes several types of restrictions. For example,
the available bandwidth is severely restricted, and international reach is
prohibitively expensive. Therefore, ubiquity of M-Commerce is hard to
achieve in practice.
Each payment scheme uses customer's banking information the service provider
may charge small amount.
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When a customer makes a transactions with merchant, credit card is
charged and the value is added merchant’s account.
c) Micropayment
Privacy Risks.
Mobile devices difficult to find on the move.
Mobile devices go online and offline frequently.
Attacks would be very difficult to trace.
Risk of mobile loss and theft.
Fraud payment from stolen mobile is more difficult to track.
Lack of any satisfactory mechanism to authenticate a particular user.
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