Proyecto Fin De Grado

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Proyecto Fin De Grado PROYECTO FIN DE GRADO Herramientas de programacin multimedia en IOS y Android Álvaro Manuel Seixas Domínguez Jorge Grundman Isla DIAC Grado en Ingeniería Electrónica de Comunicaciones VºBº !" ""#! $ Aurelio Berges García Jorge Grundman Isla $ Antonio Mínguez Olivares %&!"!!17 septiembre 2013 "# "$ ( Agradecimientos: A Esperanza por su compresión, paciencia, ayuda y apoyo incondicional. Al Departamento de Ingeniería de Sistemas Telemáticos de la ETS de Ingenieros de Telecomunicación de la Universidad Politécnica de Madrid por darme los medios para probar en dispositivos IOS. A Jorge por todas las horas de tutelaje. Resumen En este proyecto se realiza un estudio sobre herramientas que facilitan la creación y distribución de aplicaciones en distintas plataformas móviles, con el fin de poder seleccionar la herramienta más apropiada en función del proyecto a desarrollar. Previo al estudio de las herramientas para el desarrollo en plataformas múltiples se realiza un estudio de las herramientas y metodologías que facilitan los propietarios de los entornos IOS y Android. Este estudio previo permitirá al lector conocer en más detalle las particularidades de cada uno de estos dos entornos, así como las pautas y buenas prácticas a seguir en el desarrollo de aplicaciones para dispositivos móviles. Una vez finalizado el estudio, el lector sabrá escoger una herramienta de desarrollo adaptada a cada proyecto en función de su objeto, los recursos disponibles y las habilidades de los miembros del equipo de desarrollo. Adicionalmente al estudio, y como ejemplo de aplicación, en el proyecto se realiza un caso práctico de selección de herramienta y aplicación de la herramienta seleccionada a un proyecto de desarrollo concreto. El caso práctico consiste en la creación de un entorno que permite generar aplicaciones para la visualización de apuntes. Las aplicaciones permitirán ver contenidos de tipo multimedia como ficheros de texto, sonidos, imágenes, vídeos y enlaces a contenidos externos. Además estas aplicaciones se generarán sin que el autor de las mismas tenga que modificar alguna de las líneas del código. Para ello, se han definido una serie de ficheros de configuración en los que el autor de la aplicación deberá indicar los contenidos a mostrar y su ubicación. Se han seleccionado recursos de tipo “código abierto” para el desarrollo del caso práctico, con el fin de evitar los costes asociados a las posibles licencias. El equipo de desarrollo del caso práctico estará formado únicamente por el autor de este proyecto de fin de grado, lo que hace del caso de estudio un desarrollo sencillo, de manera que su futuro mantenimiento y escalabilidad no deberían verse afectados por la necesidad de contar con equipos de desarrolladores con conocimientos específicos o complejos. Abstract This document contains a study of tools that ease the creation and the distribution of the applications through different mobile platforms. The objective o this document is to allow the selection of the most appropriate tool, depending on the development objectives. Previous to this study about the tools for developing on multiple platforms, a study of IOS and Android tools and their methodologies is included on this document. This previous analysis will allow the reader to know in more detail the peculiarities of each of these environments, together with theirs requirements and the best practices of the applications development for mobile devices. By the end of this document the reader would be able to choose the adequate development tool for a project depending of its objective, its available resources and the developers team’s capabilities. Beside this study and as example of case study this final project includes a practical case of tool selection and its application to a specific development. The case study consists in the creation of an environment that allows generating applications to visualise notes. These applications will allow seeing contents of multimedia type such as: text files, sounds, images, videos, and links to external content. Furthermore these applications will be generated without their author having to modify any line of code, because a group of configuration files will be defined for such purpose. The author of the application only has to update this configuration with the content to show by the application and its location. The selected resources for the case study were of the type “open source” in order to avoid the cost associated to the potential licenses. The developers’ team for this case study has only one member, the author of this final project document and practical case developer. As a result the case study is a very simple development in a way that the future potential maintenance and scalability should not depend on the necessity of a highly qualified developers’ teams with a very specific knowledge on mobile platforms development. Índice de contendidos 1. INTRODUCCIÓN ............................................................................................................................................ 1 2. ESTUDIO DE METODOLOGÍA DE DESARROLLO DE APPLE PARA IOS ......................................... 3 2.1. LA HERRAMIENTA DE DESARROLLO .......................................................................................................................... 3 2.2. EL LENGUAJE DE PROGRAMACIÓN (OBJETIVE-C) ................................................................................................... 3 2.3. LOS ENTORNOS DE TRABAJO O FRAMEWORKS ......................................................................................................... 4 2.4. DISEÑO DEL INTERFAZ DE USUARIO .......................................................................................................................... 7 2.4.1. Entender el uso que los usuarios hacen de sus dispositivos .................................................................... 7 2.4.2. Aprender los principios fundamentales de interfaz humano ................................................................ 8 2.4.3. Seguir las guías .......................................................................................................................................................... 9 2.4.4. Sacar partido de estrategias de diseño bien probadas ......................................................................... 11 2.5. DESARROLLO DE LA APLICACIÓN. ........................................................................................................................... 12 2.5.1. El diseño inicial ....................................................................................................................................................... 12 2.5.2. Del diseño inicial al plan de acción ................................................................................................................ 13 2.5.3. El proceso de creación ......................................................................................................................................... 14 2.6. LA TIENDA DE APLICACIONES (APP STORE) ......................................................................................................... 15 2.7. CONCLUSIONES ........................................................................................................................................................... 16 3. ESTUDIO DE METODOLOGÍA DE DESARROLLO ANDROID ........................................................... 17 3.1. LAS HERRAMIENTAS DE DESARROLLO ................................................................................................................... 17 3.2. EL LENGUAJE DE PROGRAMACIÓN (JAVA) ............................................................................................................. 18 3.3. PRINCIPIOS DE DISEÑO ............................................................................................................................................. 18 3.3.1. Seduce ......................................................................................................................................................................... 19 3.3.2. Facilita ........................................................................................................................................................................ 19 3.3.3. Sorprende .................................................................................................................................................................. 21 3.4. DISEÑO DEL INTERFAZ DE USUARIO ....................................................................................................................... 21 3.5. DESARROLLO DE LA APLICACIÓN ............................................................................................................................ 23 3.5.1. Configuración .......................................................................................................................................................... 24 3.5.2. Desarrollo .................................................................................................................................................................. 24 3.5.3. Pruebas ....................................................................................................................................................................... 24 3.5.4. Publicación ..............................................................................................................................................................
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