Egham, UK, February 23, 2010 View All Press Releases Combined Market Share of Top Five Mobile Phone Vendors Dropped More Than 4 Percentage Points in 2009 Worldwide mobile phone sales to end users totalled 1.211 billion units in 2009, a 0.9 per cent decline from 2008, according to Gartner, Inc.
It can take up to nine months to deploy an entertainment (mobile) application, But that's the duration of a cell phone in this market. -Craig Hayman, IBM ( source ). Summary Fragmentation is t he inability to "write once and run anywhere". This article analyzes various aspects of fragmentation of mobile applications (sometimes called device fragmentation ), such as the reasons behind it, the current state-of-the-art in tackling it, and the directions we can expect it to evolve in the future. The article is intended for both practitioners and academics seeking a reasonably in-depth understanding of fragmentation in mobile applications.
TMCNet Column - Mobility Matters: Device Management Insights by Matt Bancroft TMCNet October 22, 2008… Many technology industries are dominated by a single supplier. While this can have both advantages and disadvantages, it is clear that the mobile device marketplace is not such an industry. Instead, the mobile device marketplace is fragmented and highly competitive.
With an estimated 250 million Java-enabled handsets on the market today?a number projected to grow to 1 billion by 2006? the opportunity for wireless game developers is enormous. However, device fragmentation is the one major roadblock that could mean the difference between success and failure for developers embracing this market. Because of device fragmentation, J2ME game developers must develop code to address device-specific APIs, memory-management issues, performance differences, localization issues, screen-size variations, custom extensions, JVM implementation issues, as well as carrier-specific requirements. As a result, device programmers spend more time manually porting applications to ensure they operate across a variety of devices and less time developing new games.
A look at how device fragmentation influences J2ME application development By Allen Lau, JavaWorld.com, 05/24/04 With the promise of a billion Java-enabled wireless handsets in the market by 2006 (according to Ovum Research), the opportunities to profit from the development and sale of J2ME applications may seem limitless. Limitless, that is, until you recognize that reaching that market requires the creation of hundreds of different versions of every application to satisfy multiple device-, language-, and operator-specific requirements.
Sponsored by: This story appeared on JavaWorld at http://www.javaworld.com/javaworld/jw-05-2004/jw-0524-fragment.html A look at how device fragmentation influences J2ME application development By Allen Lau, JavaWorld.com, 05/24/04
ince its inception, "write once, run anywhere!" has been the mantra and rallying cry for many architects and software engineers trying to convince their enterprises to move to or stay with Java. The phrase was particularly useful when talking about building software applications for mobile and wireless devices.
When it was first introduced, Sun Microsystems' Java software for cellular phones was supposed to let developers write a single program that could run on any handset. A half decade later , Sun's Java for cell phones, called the mobile information device profile, or MIDP, is used in half the world's 1.4 billion phones for downloading other bits of software. But writing a program that can run on any handset still isn't possible. It's an odd by-product of Java's success in the cell phone market. Ironing out the details of software such as the MIDP takes time, and neither the cell phone makers nor service providers have been willing to wait as they pump out the 700 million or so cell phones sold each year.
TaIke a look around you in just about any location – your office, walking down the street, the movies, even your own household – and it won’t take a marketing genius to tell you that if your application is useful to people on the go but hasn’t been ported to phones or PDAs, you’re missing a pretty large market, potentially millions of users. Of course, that same look around will tell you that your game or widget had better be able to work on mobile devices of all names and sizes, or you’ll cut out a large portion of your potential customer base. Sure, it sounds like a lot of work.
Device fragmentation means that devices come in many forms. The main factors for the diversity are hardware, software, user preferences and localization and environment. Hardware
My most recent task has been architecting the Playtech mobile product , which currently encompasses 10 games running on over 600 devices in 8 languages, each heavily customised for multiple licensees. Furthermore, the system was designed to continue scaling across more than a hundred licensees, with dozens of games and languages, supporting all mass market devices, all managed by a small team of inter-disciplinary experts. This has given me some interesting insights into the problems of fragmentation which I would like to share. The dominant UI model on the desktop has been the Windows, Icons, Menus and Pointers system that became popular when Apple copied it from Xerox, and has stayed in the mainstream since Microsoft copied it from Apple. No such standardisation is present in the mobile handset world.
Java ME: De-fragmentation Technical Overview