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Frameworks Windows Phone Departamento de Informática PROYECTO FIN DE CARRERA Desarrollo de una Aplicación Móvil para dar Soporte al Monitoreo del Desempeño de los Alumnos Autor: Brais González Castillo Tutor: José Arturo Mora Soto Leganés, Marzo de 2013 ii Título: Desarrollo de una Aplicación Móvil para dar Soporte al Monitorio del Desempeño de los Alumnos Autor: Brais González Castillo Director: José Arturo Mora Soto EL TRIBUNAL Presidente: Vocal: Secretario: Realizado el acto de defensa y lectura del Proyecto Fin de Carrera el día __ de _______ de 2013 en Leganés, en la Escuela Politécnica Superior de la Universidad Carlos III de Madrid, acuerda otorgarle la CALIFICACIÓN de VOCAL SECRETARIO PRESIDENTE iii iv Agradecimientos Quiero agradecer este trabajo a mi familia, especialmente a mis padres, por todos sus esfuerzos y sacrificios, sin los cuales no hubiese sido posible llegar hasta aquí. También destacar a mis amigos y compañeros de clase, especialmente a Airon y Andrés, por todas esas horas estudiando juntos en la biblioteca y haciendo prácticas delante del ordenador, que gracias a vosotros fueron muy amenas. A Arturo, por todos sus consejos y ayuda prestada durante la realización de este proyecto y mis años de carrera. Y en especial a mi mujer, por todo el apoyo y el amor que me ha dado, sin el cual no lo hubiese logrado. v vi Resumen Vivimos en una sociedad en la que la ciencia y la tecnología poseen un papel fundamental. En esta sociedad, los teléfonos móviles constituyen uno de los ingenios más conocidos y utilizados convirtiéndose en una plataforma ideal para el acercamiento de las personas a las nuevas tecnologías, ya que dichos dispositivos han dejado de ser un mero instrumento de comunicación abarcando en la actualidad multitud de posibilidades como acceso a Internet, correo electrónico, música, vídeos, redes sociales, juegos, noticias, deportes, viajes, negocios, mapas, soporte a la enseñanza, etc. La finalidad del presente proyecto es estudiar las características y posibilidades que ofrecen las principales plataformas móviles, cada día más presentes en nuestras vidas, con el fin de conocerlas en profundidad y de esta manera deducir cuál de ellas presenta más posibilidades y ventajas con respecto a sus alternativas. Además, este proyecto incluye el desarrollo de una aplicación sobre una de las plataformas móviles con el objetivo de poder conocerla más fondo y poner en práctica los conocimientos adquiridos durante la investigación. Dicha aplicación permitirá a los docentes del laboratorio de Ingeniería del Software de la Universidad Carlos III de Madrid monitorizar el desempeño académico de sus alumnos durante el desarrollo de las actividades de evaluación continua que se proponen a lo largo del curso académico. Palabras clave: Plataforma móvil, dispositivo móvil, Smartphone, Tablet, Android, Windows Phone, iOS, gráficas, enseñanza, desempeño, evaluación. vii viii Abstract We live in a World where science and technology play a crucial role. In this society, cell phones are the most popular and used devices becoming an ideal platform for the approximation of people to new technologies, because they are no longer a mere communication instrument as they currently cover numerous possibilities such as access to the Internet, e-mail, music, videos, social net works, games, news, sports, travel, business, maps, learning support, etc. The objective of this Project is to provide a careful and extended consideration of the characteristics and possibilities that the main mobile platforms provide everyday of our lives, with the purpose of deeply learning about them and this way conclude which one presents major advantages. Furthermore, this Project includes the development of an application of one of the mobile platforms with the objective of learning about it more in depth as well as to put into practice the knowledge obtained during this research. This application will enable academicians at the Software Engineer Laboratory at the Carlos III University in Madrid, to monitor the student's performance during the academic year. Keywords: Mobile Platform. Mobile device. Smartphone, Tablet, Android, Windows Phone, iOS, graphics, learning, performance, evaluation. ix x Índice general 1. INTRODUCCIÓN Y OBJETIVOS ......................................................................................... 1 1.1 Introducción .............................................................................................................. 1 1.2 Objetivos ................................................................................................................... 2 1.3 Fases del desarrollo ................................................................................................... 2 1.4 Medios empleados ..................................................................................................... 3 1.5 Estructura de la memoria .......................................................................................... 3 2. ESTADO DEL ARTE SOBRE EL DESARROLLO DE APLICACIONES MÓVILES ..................... 5 2.1 Plataformas móviles más relevantes existentes en el mercado ................................. 5 2.1.1 Android .......................................................................................................................... 5 2.1.2 iOS ............................................................................................................................... 29 2.1.3 Windows Phone ............................................................................................................ 44 2.1.4 Comparativa de plataformas ....................................................................................... 52 2.2 Entornos de desarrollo para aplicaciones móviles .................................................. 56 2.2.1 Entornos de desarrollo Android .................................................................................. 56 2.2.2 Entornos de desarrollo iOS.......................................................................................... 57 2.2.3 Entorno de desarrollo Windows Phone ....................................................................... 57 2.3 Librerías para crear gráficos .................................................................................... 58 2.3.1 Achartengine ................................................................................................................ 58 2.3.2 Androidplot .................................................................................................................. 59 2.3.3 Chartdroid.................................................................................................................... 60 2.3.4 Afreechart .................................................................................................................... 61 2.3.5 Charts4j........................................................................................................................ 62 3. DESCRIPCIÓN DE LA APLICACIÓN DESARROLLADA ..................................................... 65 3.1 Introducción ............................................................................................................ 65 3.2 Método de desarrollo ............................................................................................... 66 3.3 Definición de Requisitos ......................................................................................... 67 3.3.1 Requisitos de capacidad .............................................................................................. 67 3.3.2 Requisitos de restricción .............................................................................................. 75 3.4 Definición de Casos de Uso .................................................................................... 76 3.4.1 Diagrama UML de Casos de Uso ................................................................................ 78 ÍNDICE GENERAL 3.4.2 Formato expandido de los Casos de Uso ..................................................................... 79 3.5 Matriz de Trazabilidad entre requisitos de usuario y casos de uso ......................... 88 3.6 Priorización de los casos de uso .............................................................................. 89 3.7 Diagramas de clase .................................................................................................. 91 3.8 Matriz de Trazabilidad entre Casos de Uso y Clases .............................................. 95 3.9 Matriz de Trazabilidad entre Requisitos de Usuario y Clases ................................ 96 3.10 Diagramas de secuencia ........................................................................................ 97 3.11 Ejemplo de la aplicación desarrollada ................................................................. 113 4. PRESUPUESTO ............................................................................................................. 123 4.1 Introducción .......................................................................................................... 123 4.2 Duración del proyecto ........................................................................................... 123 4.3 Coste personal ....................................................................................................... 124 4.4 Coste material ........................................................................................................ 125 4.5 Coste total .............................................................................................................
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