Andriod and Ios Mobile Operating System

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    A PROJECT REPORT

    ON

    Comparative study between Android and iOS,

    Mobile Operating System, Dehradun

    SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS

    FOR THE BACHELORS DEGREE IN BUSINESS ADMINISTRATION

    OF

    H.N.B. GARHWAL UNIVERSITY, DEHRADUN

    SUPERVISED BY: SUBMITTED BY:

    Ms. Parvi Bharti Tenzin PassangShawa

    ASSISTANT PROFESSOR B12D19

    IMS, DEHRADUN BBA- 5TH

    SEM

    INSTITUTE OF MANAGEMENT STUDIES, DEHRADUN

    2012-2015

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    OBJECTIVES

    PRIMARY OBJECTIVE:

    To study the comparison between Android and iOS a Mobile Operating

    System.

    SECONDARY OBJECTIVE:

    To study the consumer preference between Android and iOS.

    To Study the consumer satisfaction with their present mobile operating

    system.

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    INTRODUCTION

    What is a Mobile OS?A mobile operating system, also referred to as mobile OS, is an operating system that

    operates a smartphone, tablet, PDA, or other mobile device. Modern mobile operating

    systems combine the features of a personal computer operating system with other

    features, including a touchscreen, cellular, Bluetooth, Wi-Fi, GPS mobile navigation,

    camera, video camera, speech recognition, voice recorder, music player, near field

    communication and infrared blaster.

    Mobile devices with mobile communications capabilities (e.g. smartphones) contain two

    mobile operating systems - the main user-facing software platform is supplemented by a

    second low-level proprietary real-time operating system which operates the radio and

    other hardware. Research has shown that these low-level systems may contain a range of

    security vulnerabilities permitting malicious base stations to gain high levels of control

    over the mobile device.

    An OS is the most critical software element on any running processor-based device. The

    OS manages the hardware and software resources within a device and performs and

    manages basic tasks such as the recognition of input from the device keyboard and

    generation of output to the devices screen. It also ensures that different programs

    running at the same time do not interfere with each other. It is responsible for the

    management of memory and for communication within the device. OSs may be extended

    to add additional complexity and hence functionality to the code. In the mobile world, the

    more complex OSs will contain, for example, UI (User Interface) elements as these

    become increasingly important as the devices become more complex. The OS is

    purposely hidden from the user who, as a general rule, will have no direct interactionwith it. It is, rather, a base onto which the applications required by the user are loaded.

    The OS is not only a key element in terms of the tasks it performs but the choice of OS

    will constrain or enable the functionality of the end device in two key respects; firstly that

    which is technically possible with any given OS and secondly that which is available, i.e.

    what applications have been developed for that OS.

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    The OS, provides a software platform on top of which other application programs can

    run. The application programs have to be written for a particular OS so the choice of OS,

    therefore, determines to a great extent the applications that can be offered on the end

    device. The OS also provides a consistent interface for applications, regardless of the

    hardware it is loaded on. Communication between the OS and the applications is done

    through an API (Application Program Interface) which allows a software developer to

    write an application for one device and have a high level of confidence that it will run on

    another running the same OS.

    History

    Mobile operating system milestones mirror the development of mobile phones and

    smartphones:

    19731993 Mobile phones use embedded systems to control operation.

    1995 The first smartphone, the IBM Simon, has a touchscreen, email and PDA features.

    1996 Palm Pilot 1000 personal digital assistant is introduced with the Palm OS mobile

    operating system.

    1996 First Windows CE Handheld PC devices are introduced.

    1999 Nokia S40 OS is officially introduced along with the Nokia 7110

    2000 Symbian becomes the first modern mobile OS on a smartphone with the launch ofthe Ericsson R380.

    2001 The Kyocera 6035 is the first smartphone with Palm OS.

    2002 Microsoft's first Windows CE (Pocket PC) smartphones are introduced.

    2002 BlackBerry releases its first smartphone.

    2005 Nokia introduces Maemo OS on the first internet tablet N770.

    2007 Apple iPhone with iOS is introduced as an iPhone, "mobile phone" and "internet

    communicator."

    2007 Open Handset Alliance (OHA) formed by Google, HTC, Sony, Dell, Intel,

    Motorola, Samsung, LG, etc.

    2008 OHA releases Android 1.0 with the HTC Dream (T-Mobile G1) as the first Android

    phone.

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    2009 Palm introduces webOS with the Palm Pre. By 2012 webOS devices were no longer

    sold.

    2009 Samsung announces the Bada OS with the introduction of the Samsung S8500.

    2010 Windows Phone OS phones are released but are not compatible with the previous

    Windows Mobile OS.

    2011 MeeGo the first mobile Linux, combining Maemo and Moblin, is introduced with

    the Nokia N9, a collaboration of Nokia, Intel and Linux Foundation

    In September 2011 Samsung, Intel and the Linux Foundation announced that their efforts

    will shift from Bada, MeeGo to Tizen during 2011 and 2012.

    In October 2011 the Mer project was announced, centered around an ultra-portable Linux

    + HTML5/QML/JavaScript Core for building products with, derived from the MeeGo

    codebase.

    2012 Mozilla announced in July 2012 that the project previously known as "Boot to

    Gecko" was now Firefox OS and had several handset OEMs on board.

    2013 Canonical announced Ubuntu Touch, a version of the Linux distribution expressly

    designed for smartphones. The OS is built on the Android Linux kernel, using Android

    drivers, but does not use any of the Java-like code of Android.

    2013 BlackBerry released their new operating system for smartphones and tablets,

    BlackBerry 10.

    2013 Google release latest version of Android Kitkat.

    2014 Microsoft release Windows Phone 8.1 in February 2014.

    2014 Apple release iOS 8 in September 2014.

    2014 BlackBerry release BlackBerry 10.3 in September 2014.

    2014 Google release Android Lollipop in November 2014.

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    Android

    One of the most widely used mobile OS these days is ANDROID. Android is a software

    bunch comprising not only operating system but also middleware and key applications.

    Android Inc. was founded in Palo Alto of California, U.S. by Andy Rubin, Rich miner,

    Nick sears and Chris White in 2003. Later Android Inc. was acquired by Google in 2005.

    After original release there have been number of updates in the original version of

    Android.

    History

    Android, Inc. was founded in Palo Alto, California in October 2003 by Andy Rubin (co-

    founder of Danger), Rich Miner (co-founder of Wildfire Communications, Inc.), Nick

    Sears (once VP at T-Mobile), and Chris White (headed design and interface development

    at WebTV) to develop, in Rubin's words, "smarter mobile devices that are more aware of

    its owner's location and preferences". The early intentions of the company were to

    develop an advanced operating system for digital cameras, when it was realized that the

    market for the devices was not large enough, and diverted their efforts to producing a

    smartphone operating system to rival those of Symbian and Windows Mobile. Despite

    the past accomplishments of the founders and early employees, Android Inc. operated

    secretly, revealing only that it was working on software for mobile phones. That same

    year, Rubin ran out of money. Steve Perlman, a close friend of Rubin, brought him

    $10,000 in cash in an envelope and refused a stake in the company.

    Google acquired Android Inc. on August 17, 2005; key employees of Android Inc.,

    including Rubin, Miner, and White, stayed at the company after the acquisition. Not

    much was known about Android Inc. at the time, but many assumed that Google was

    planning to enter the mobile phone market with this move. At Google, the team led by

    Rubin developed a mobile device platform powered by the Linux kernel. Google

    marketed the platform to handset makers and carriers on the promise of providing a

    flexible, upgradable system. Google had lined up a series of hardware component and

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    software partners and signaled to carriers that it was open to various degrees of

    cooperation on their part.

    Speculation about Google's intention to enter the mobile communications market

    continued to build through December 2006. An earlier prototype codenamed "Sooner"

    had a closer resemblance to a BlackBerry phone, with no touchscreen, and a physical,

    QWERTY keyboard, but was later re-engineered to support a touchscreen, to compete

    with other announced devices such as the 2006 LG Prada and 2007 Apple iPhone. In

    September 2007, InformationWeek covered an Evalueserve study reporting that Google

    had filed several patent applications in the area of mobile telephony.

    Eric Schmidt, Andy Rubin, and Hugo Barra at a press conference for the Google's Nexus

    7 tablet

    On November 5, 2007, the Open Handset Alliance, a consortium of technology

    companies including Google, device manufacturers such as HTC, Sony and Samsung,

    wireless carriers such as Sprint Nextel and T-Mobile, and chipset makers such as

    Qualcomm and Texas Instruments, unveiled itself, with a goal to develop open standards

    for mobile devices. That day, Android was unveiled as its first product, a mobile device

    platform built on the Linux kernel version 2.6.25. The first commercially available

    smartphone running Android was the HTC Dream, released on October 22, 2008.

    In 2010, Google launched its Nexus series of devices a line of smartphones and tablets

    running the Android operating system, and built by manufacturing partners. HTC

    collaborated with Google to release the first Nexus smartphone, the Nexus One. Google

    has since updated the series with newer devices, such as the Nexus 5 phone (made by

    LG) and the Nexus 7 tablet (made by Asus). Google releases the Nexus phones and

    tablets to act as their flagship Android devices, demonstrating Android's latest software

    and hardware features. On March 13, 2013 Larry Page announced in a blog post that

    Andy Rubin had moved from the Android division to take on new projects at Google. He

    was replaced by Sundar Pichai, who also continues his role as the head of Google's

    Chrome division, which develops Chrome OS.

    Since 2008, Android has seen numerous updates which have incrementally improved the

    operating system, adding new features and fixing bugs in previous releases. Each major

    release is named in alphabetical order after a dessert or sugary treat; for example, version

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    1.5 Cupcake was followed by 1.6 Donut. The latest released version, 4.4.4 KitKat,

    appeared as a security-only update; it was released on June 19, 2014, shortly after the

    release of 4.4.3. As of October 2014, newest version of the Android operating system,

    Android 5.0 "Lollipop", is available only as a developer preview.

    From 2010 to 2013, Hugo Barra served as product spokesperson for the Android team,

    representing Android at both press conferences and Google I/O, Googles annual

    developer-focused conference. Barras product involvement included the entire Android

    ecosystem of software and hardware, including Honeycomb, Ice Cream Sandwich, Jelly

    Bean and KitKat operating system launches, the Nexus 4 and Nexus 5 smartphones, the

    Nexus 7 and Nexus 10 tablets, and other related products such as Google Now and

    Google Voice Search, Googles speech recognition product comparable to Apples Siri.

    In 2013 Barra left the Android team for Chinese smartphone maker Xiaomi.

    Android Application

    Although Android technology is increasingly being used on a range of devices, the most

    common hardware to use this platform is mobile phones. A large community of

    developers regularly write applications (apps), including games, social networking, and

    business modules, for Android smart phones. There are a wide range of free Android

    apps, including games and productivity titles, and paid apps are even more common.

    Android technology which is used by thousands of developers because it is freelyavailable for download has given software developers the opportunity to sell their

    creations to a wide group of consumers.

    Programming for Android

    Android technology is based on Java software applications. This technology requires the

    use of a special software development kit (SDK) to create applications for an Android

    device. The SDK is freely available for download from the Internet. For this reason, and

    because it will work on multiple operating systems, many software developers prefer

    Android technology over that used in other smart phones. Smart phones have evolved

    into devices that use touch screens for navigation. Android technology provides specific

    application programming interface (API) modules to developers that take advantage of

    this. The touch screen enables the user to select and scroll through information with the

    stroke of a finger.

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    III. TYPES OF MOBILE OS PLATFORMS

    The Mobile OSs can be differentiated, based on the existing operating systems used by

    computers.

    a. Real-Time Operating System (RTOS)

    Real-Time Operating System which responds to inputs, immediately and generates

    results, instantly. This type of system is usually used to control scientific devices and

    similar small instruments where memory and resources are crucial and constricted. This

    type of devices have very limited or zero-end user utilities, so more effort goes into

    making the OS really memory efficient and fast (less coding), so as to minimize the

    execution time ,in turn saving on power as well. e.g.: 8086 etc.

    b. Single user, single tasking operation system

    This type of OS is better version of Real time OS, where one user can do effectively one

    thing at a time,

    which means that doing more than one thing at a time is difficult in this type of OS. For

    instance: The palm OS in palm hand held computer is an example of single-task OS.

    c. Single user, multi tasking operating system

    It allows more than one program to run concurrently like printing, scanning, word

    processing etc. e.g. MS Windows and Apples Mac OS.

    d. Multi-user operating systemIt allows two or more users to run programs at the same time. Some OS permit hundreds

    or even thousands of concurrent users. e.g. UNIX, and Main Frame OS

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    What's so different in Android?

    The good news is for both the consumers and developers. While consumers could enjoy

    a low-cost Smart phones running Android, developers were given an unrestricted

    customization rights. From a developer's point of view, Android has several advantages,

    as listed below:

    The entire Application framework can be reused and replaced by selective components

    Dalvik virtual machine enhances the power management systems (Learn about Dalvik

    VM in the following subtitle)

    Support for 2D and 3D graphics (OpenGL ES 1.0), Solot of business for animation

    developers.

    Reliable and enhanced data storage( using SQLite framework)

    Developers can create media common applications since it supports common media file

    formats(MPEG, MPEG3, MPEG4, H.286, AAC, AMR, JPG, PNG, GIF and more)

    GSM, EDGE, 3G, HSCSD, Wi-Fi network applications support (Depends on hardware)

    Open source Web-Kit Engine-based web-browser

    GPS, Navigational compass, Touch-Unlock, and accelerometer applications support

    (Depends on hardware)

    Androids developmentenvironment includes a device emulator, debugger, performance

    profiling tool, and an Eclipse IDE plug-in

    Features & Specifications

    Android is a powerful Operating System supporting a large number of applications in

    Smart Phones. These applications make life more comfortable and advanced for the

    users. Hardwaresthat support Android is mainly based on ARM architecture platform.

    Some of the current features and specifications of android are:

    Android comes with an Android market which is an online software store. It wasdeveloped by Google. It allows Android users to select, and download applications

    developed by third party developers and use them. There are around 2.0 lack+ games,

    application and widgets available on the market for users.

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    Interface

    Notifications are accessed by sliding from the top of the display; individual notifications

    can be dismissed by sliding them away, and may contain additional functions (such as on

    the "missed call" notification seen here).

    Android's default user interface is based on direct manipulation, using touch inputs, that

    loosely correspond to real-world actions, like swiping, tapping, pinching, and reverse

    pinching to manipulate on-screen objects, and a virtual keyboard. The response to user

    input is designed to be immediate and provides a fluid touch interface, often using the

    vibration capabilities of the device to provide haptic feedback to the user. Internal

    hardware such as accelerometers, gyroscopes and proximity sensors are used by some

    applications to respond to additional user actions, for example adjusting the screen from

    portrait to landscape depending on how the device is oriented, or allowing the user to

    steer a vehicle in a racing game by rotating the device, simulating control of a steering

    wheel.

    Android devices boot to the homescreen, the primary navigation and information point on

    the device, which is similar to the desktop found on PCs. Android homescreens are

    typically made up of app icons and widgets; app icons launch the associated app, whereas

    widgets display live, auto-updating content such as the weather forecast, the user's email

    inbox, or a news ticker directly on the homescreen. A homescreen may be made up ofseveral pages that the user can swipe back and forth between, though Android's

    homescreen interface is heavily customisable, allowing the user to adjust the look and

    feel of the device to their tastes. Third-party apps available on Google Play and other app

    stores can extensively re-theme the homescreen, and even mimic the look of other

    operating systems, such as Windows Phone. Most manufacturers, and some wireless

    carriers, customise the look and feel of their Android devices to differentiate themselves

    from their competitors.

    Present along the top of the screen is a status bar, showing information about the device

    and its connectivity. This status bar can be "pulled" down to reveal a notification screen

    where apps display important information or updates, such as a newly received email or

    SMS text, in a way that does not immediately interrupt or inconvenience the user.

    Notifications are persistent until read (by tapping, which opens the relevant app) or

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    dismissed by sliding it off the screen. Beginning on Android 4.1, "expanded

    notifications" can display expanded details or additional functionality; for instance, a

    music player can display playback controls, and a "missed call" notification provides

    buttons for calling back or sending the caller an SMS message.

    Android provides the ability to run applications which change the default launcher and

    hence the appearance and externally visible behaviour of Android. These appearance

    changes include a multi-page dock or no dock, and many more changes to fundamental

    features of the user interface.

    Applications

    Applications ("apps"), that extend the functionality of devices, are developed primarily in

    the Java programming language using the Android software development kit (SDK). The

    SDK includes a comprehensive set of development tools, including a debugger, software

    libraries, a handset emulator based on QEMU, documentation, sample code, and tutorials.

    The officially supported integrated development environment (IDE) is Eclipse using the

    Android Development Tools (ADT) plugin. Other development tools are available,

    including a Native Development Kit for applications or extensions in C or C++, Google

    App Inventor, a visual environment for novice programmers, and various cross platform

    mobile web applications frameworks. In January 2014, Google unveiled an Apache

    Cordovabased framework for porting Chrome HTML 5 applications to Android,

    wrapped in a native application shell.

    Android has a growing selection of third-party applications, which can be acquired by

    users by downloading and installing the application's APK file, or by downloading them

    using an application store program that allows users to install, update, and remove

    applications from their devices. Google Play Store is the primary application store

    installed on Android devices that comply with Google's compatibility requirements and

    license the Google Mobile Services software. Google Play Store allows users to browse,

    download and update applications published by Google and third-party developers; As of

    July 2013, there are more than one million applications available for Android in Play

    Store. As of May 2013, 48 billion applications have been installed from Google Play

    Store and in July 2013, 50 billion applications were installed. Some carriers offer direct

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    carrier billing for Google Play application purchases, where the cost of the application is

    added to the user's monthly bill.

    Due to the open nature of Android, a number of third-party application marketplace also

    exist for Android, either to provide a substitute for devices that are not allowed to ship

    with Google Play Store, provide applications that cannot be offered on Google Play Store

    due to policy violations, or for other reasons. Examples of these third-party stores have

    included the Amazon Appstore, GetJar, and SlideMe. F-Droid, another alternative

    marketplace, seeks to only provide applications that are distributed under free and open

    source licenses.

    Memory management

    Since Android devices are usually battery-powered, Android is designed to manage

    memory (RAM) to keep power consumption at a minimum, in contrast to desktop

    operating systems which generally assume they are connected to unlimited mains

    electricity. When an Android application is no longer in use, the system will

    automatically suspend it in memory; while the application is still technically "open",

    suspended applications consume no resources (for example, battery power or processing

    power) and sit idly in the background until needed again. This brings a dual benefit by

    increasing the general responsiveness of Android devices, since applications do not need

    to be closed and reopened from scratch each time, and by ensuring that backgroundapplications do not consume power needlessly.

    Android manages the applications stored in memory automatically: when memory is low,

    the system will begin killing applications and processes that have been inactive for a

    while, in reverse order since they were last used (oldest first). This process is designed to

    be invisible to the user, so that users do not need to manage memory or the killing of

    applications themselves. However, confusion over Android's memory management

    resulted at some point in time in third-party task killers becoming popular on Google Play

    store; these third-party task killers are generally regarded as doing more harm than good.

    Platform usage.

    Charts in this section provide breakdowns of Android versions, based on the devices

    accessing the Play Store in a seven-day period ending on November 3, 2014. Therefore,

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    the statistics exclude Androidforks that do not access Google Play, such as

    Amazon'sFire tablets

    Version Code name Release date APIlevel Distribution[a]

    4.4 KitKat October 31, 2013 19 30.2%

    4.3

    Jelly Bean

    July 24, 2013 18 7.3%

    4.2.xNovember 13,

    201217 20.8%

    4.1.x July 9, 2012 16 22.8%

    4.0.3

    4.0.4

    Ice Cream

    Sandwich

    December 16,

    2011 15 8.5%

    2.3.3

    2.3.7Gingerbread February 9, 2011 10 9.8%

    2.2 Froyo May 20, 2010 80.6%

    http://en.wikipedia.org/wiki/Fork_(software_development)http://en.wikipedia.org/wiki/Kindle_Firehttp://en.wikipedia.org/wiki/Application_programming_interfacehttp://en.wikipedia.org/wiki/Application_programming_interfacehttp://en.wikipedia.org/wiki/Android_(operating_system)#cite_note-249http://en.wikipedia.org/wiki/Android_(operating_system)#cite_note-249http://en.wikipedia.org/wiki/Android_KitKathttp://en.wikipedia.org/wiki/Android_KitKathttp://en.wikipedia.org/wiki/Android_KitKathttp://en.wikipedia.org/wiki/Android_version_history#Android_4.3_Jelly_Bean_.28API_level_18.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.3_Jelly_Bean_.28API_level_18.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.3_Jelly_Bean_.28API_level_18.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.2_Jelly_Bean_.28API_level_17.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.1_Jelly_Bean_.28API_level_16.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.0.3.E2.80.934.0.4_Ice_Cream_Sandwich_.28API_level_15.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.0.3.E2.80.934.0.4_Ice_Cream_Sandwich_.28API_level_15.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.0.3.E2.80.934.0.4_Ice_Cream_Sandwich_.28API_level_15.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.0.E2.80.934.0.2_Ice_Cream_Sandwich_.28API_level_14.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.0.E2.80.934.0.2_Ice_Cream_Sandwich_.28API_level_14.29http://en.wikipedia.org/wiki/Android_2.3http://en.wikipedia.org/wiki/Android_2.3http://en.wikipedia.org/wiki/Android_2.3http://en.wikipedia.org/wiki/Android_2.3http://en.wikipedia.org/wiki/Android_Froyohttp://en.wikipedia.org/wiki/Android_Froyohttp://en.wikipedia.org/wiki/Android_Froyohttp://en.wikipedia.org/wiki/Android_Froyohttp://en.wikipedia.org/wiki/Android_Froyohttp://en.wikipedia.org/wiki/Android_2.3http://en.wikipedia.org/wiki/Android_2.3http://en.wikipedia.org/wiki/Android_2.3http://en.wikipedia.org/wiki/Android_version_history#Android_4.0.E2.80.934.0.2_Ice_Cream_Sandwich_.28API_level_14.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.0.E2.80.934.0.2_Ice_Cream_Sandwich_.28API_level_14.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.0.3.E2.80.934.0.4_Ice_Cream_Sandwich_.28API_level_15.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.0.3.E2.80.934.0.4_Ice_Cream_Sandwich_.28API_level_15.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.1_Jelly_Bean_.28API_level_16.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.2_Jelly_Bean_.28API_level_17.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.3_Jelly_Bean_.28API_level_18.29http://en.wikipedia.org/wiki/Android_version_history#Android_4.3_Jelly_Bean_.28API_level_18.29http://en.wikipedia.org/wiki/Android_KitKathttp://en.wikipedia.org/wiki/Android_KitKathttp://en.wikipedia.org/wiki/Android_(operating_system)#cite_note-249http://en.wikipedia.org/wiki/Application_programming_interfacehttp://en.wikipedia.org/wiki/Kindle_Firehttp://en.wikipedia.org/wiki/Fork_(software_development)
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    Use outside of smartphones and tablets.

    The open and customizable nature of Android allows it to be used on other electronics

    aside from smartphones and tablets, including laptops andnetbooks,smartbooks,smart

    TVs (Android TV,Google TV) and cameras (E.g.Galaxy Camera). In addition, the

    Android operating system has seen applications on smart glasses (Google

    Glass),smartwatches,headphones,car CD and DVD players, mirrors,portable media

    players,landline and Voice over IP phones.Ouya, a video game console running The

    open and customizable nature of Android allows it to be used on other electronics aside

    from smartphones and tablets, including laptops and netbooks, smartbooks, smart TVs

    (Android TV, Google TV) and cameras (E.g. Galaxy Camera). In addition, the Android

    operating system has seen applications on smart glasses (Google Glass), smartwatches,headphones, car CD and DVD players, mirrors, portable media players, landline and

    Voice over IP phones.Ouya, a video game console running Android, became one of the

    most successful Kickstarter campaigns, crowdfunding US$8.5m for its development, and

    was later followed by other Android-based consoles, such as Nvidia's Project Shield

    an Android device in a video game controller form factor.

    In 2011, Google demonstrated "Android@Home", a home automation technology which

    uses Android to control a range of household devices including light switches, power

    sockets and thermostats. Prototype light bulbs were announced that could be controlled

    from an Android phone or tablet, but Android head Andy Rubin was cautious to note that

    "turning a lightbulb on and off is nothing new", pointing to numerous failed home

    automation services. Google, he said, was thinking more ambitiously and the intention

    was to use their position as a cloud services provider to bring Google products into

    customers' homes.

    Parrot unveiled an Android-based car stereo system known as Asteroid in 2011, followed

    by a successor, the touchscreen-based Asteroid Smart, in 2012. In 2013, Clarion released

    its own Android-based car stereo, the AX1. In January 2014 at Consumer Electronics

    Show, Google announced the formation of the Open Automotive Alliance, a group

    including several major automobile makers (Audi, General Motors, Hyundai, and Honda)

    http://en.wikipedia.org/wiki/Netbookhttp://en.wikipedia.org/wiki/Smartbookhttp://en.wikipedia.org/wiki/Smart_TVhttp://en.wikipedia.org/wiki/Smart_TVhttp://en.wikipedia.org/wiki/Android_TVhttp://en.wikipedia.org/wiki/Google_TVhttp://en.wikipedia.org/wiki/Galaxy_Camerahttp://en.wikipedia.org/wiki/Google_Glasshttp://en.wikipedia.org/wiki/Google_Glasshttp://en.wikipedia.org/wiki/Smartwatchhttp://en.wikipedia.org/wiki/Headphoneshttp://en.wikipedia.org/wiki/Portable_media_playerhttp://en.wikipedia.org/wiki/Portable_media_playerhttp://en.wikipedia.org/wiki/Landlinehttp://en.wikipedia.org/wiki/VoIP_phonehttp://en.wikipedia.org/wiki/Ouyahttp://en.wikipedia.org/wiki/Ouyahttp://en.wikipedia.org/wiki/VoIP_phonehttp://en.wikipedia.org/wiki/Landlinehttp://en.wikipedia.org/wiki/Portable_media_playerhttp://en.wikipedia.org/wiki/Portable_media_playerhttp://en.wikipedia.org/wiki/Headphoneshttp://en.wikipedia.org/wiki/Smartwatchhttp://en.wikipedia.org/wiki/Google_Glasshttp://en.wikipedia.org/wiki/Google_Glasshttp://en.wikipedia.org/wiki/Galaxy_Camerahttp://en.wikipedia.org/wiki/Google_TVhttp://en.wikipedia.org/wiki/Android_TVhttp://en.wikipedia.org/wiki/Smart_TVhttp://en.wikipedia.org/wiki/Smart_TVhttp://en.wikipedia.org/wiki/Smartbookhttp://en.wikipedia.org/wiki/Netbook
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    and Nvidia, which aims to produce Android-based in car entertainment systems for

    automobiles, "[bringing] the best of Android into the automobile in a safe and seamless

    way."

    On March 18, 2014, Google announced Android Wear, an Android-based platform

    specifically intended for smart watches and other wearable devices; only a developer

    preview was made publicly available. This was followed by the unveiling of two Android

    Wearbased devices, the LG G Watch and Moto 360.On June 25, 2014, at Google I/O, it

    was announced Android TV, a Smart TV platform, is replacing the previously released

    Google TV. On June 26, 2014, Google announced Android Auto for the car.

    SuccessfulKickstarter campaigns,crowdfunding US$8.5m for its development, and was

    later followed by other Android-based consoles, such asNvidia'sProject Shield anAndroid device in avideo game controller form factor.

    In 2011, Google demonstrated "Android@Home", a home automation technology which

    uses Android to control a range of household devices including light switches, power

    sockets and thermostats. Prototype light bulbs were announced that could be controlled

    from an Android phone or tablet, but Android head Andy Rubin was cautious to note that

    "turning a lightbulb on and off is nothing new", pointing to numerous failed home

    automation services. Google, he said, was thinking more ambitiously and the intention

    was to use their position as acloud services provider to bring Google products into

    customers' homes.

    Parrot unveiled an Android-basedcar stereo system known as Asteroid in 2011, followed

    by a successor, the touchscreen-based Asteroid Smart, in 2012. In 2013,Clarionreleased

    its own Android-based car stereo, the AX1. In January 2014 atConsumer Electronics

    Show, Google announced the formation of the Open Automotive Alliance, a group

    including several major automobile makers (Audi,General Motors,Hyundai,andHonda)

    andNvidia, which aims to produce Android-basedin car entertainment systems for

    automobiles, "[bringing] the best of Android into the automobile in a safe and seamless

    way."

    http://en.wikipedia.org/wiki/Kickstarterhttp://en.wikipedia.org/wiki/Crowdfundinghttp://en.wikipedia.org/wiki/Nvidiahttp://en.wikipedia.org/wiki/Project_Shieldhttp://en.wikipedia.org/wiki/Video_game_controllerhttp://en.wikipedia.org/wiki/Cloud_computinghttp://en.wikipedia.org/wiki/Parrot_(company)http://en.wikipedia.org/wiki/Car_stereohttp://en.wikipedia.org/wiki/Clarion_(company)http://en.wikipedia.org/wiki/Consumer_Electronics_Showhttp://en.wikipedia.org/wiki/Consumer_Electronics_Showhttp://en.wikipedia.org/wiki/Audihttp://en.wikipedia.org/wiki/General_Motorshttp://en.wikipedia.org/wiki/Hyundaihttp://en.wikipedia.org/wiki/Hondahttp://en.wikipedia.org/wiki/Nvidiahttp://en.wikipedia.org/wiki/In_car_entertainmenthttp://en.wikipedia.org/wiki/In_car_entertainmenthttp://en.wikipedia.org/wiki/Nvidiahttp://en.wikipedia.org/wiki/Hondahttp://en.wikipedia.org/wiki/Hyundaihttp://en.wikipedia.org/wiki/General_Motorshttp://en.wikipedia.org/wiki/Audihttp://en.wikipedia.org/wiki/Consumer_Electronics_Showhttp://en.wikipedia.org/wiki/Consumer_Electronics_Showhttp://en.wikipedia.org/wiki/Clarion_(company)http://en.wikipedia.org/wiki/Car_stereohttp://en.wikipedia.org/wiki/Parrot_(company)http://en.wikipedia.org/wiki/Cloud_computinghttp://en.wikipedia.org/wiki/Video_game_controllerhttp://en.wikipedia.org/wiki/Project_Shieldhttp://en.wikipedia.org/wiki/Nvidiahttp://en.wikipedia.org/wiki/Crowdfundinghttp://en.wikipedia.org/wiki/Kickstarter
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    On March 18, 2014, Google announcedAndroid Wear, an Android-based platform

    specifically intended for smart watches and other wearable devices; only a developer

    preview was made publicly available. This was followed by the unveiling of two Android

    Wearbased devices, theLG G Watch andMoto 360.

    On June 25, 2014, atGoogle I/O,it was announcedAndroid TV,aSmart TVplatform, is

    replacing the previously releasedGoogle TV. On June 26, 2014, Google announced

    Android for the car.

    http://en.wikipedia.org/wiki/Android_Wearhttp://en.wikipedia.org/wiki/LG_G_Watchhttp://en.wikipedia.org/wiki/Moto_360http://en.wikipedia.org/wiki/Google_I/Ohttp://en.wikipedia.org/wiki/Android_TVhttp://en.wikipedia.org/wiki/Smart_TVhttp://en.wikipedia.org/wiki/Google_TVhttp://en.wikipedia.org/wiki/Google_TVhttp://en.wikipedia.org/wiki/Smart_TVhttp://en.wikipedia.org/wiki/Android_TVhttp://en.wikipedia.org/wiki/Google_I/Ohttp://en.wikipedia.org/wiki/Moto_360http://en.wikipedia.org/wiki/LG_G_Watchhttp://en.wikipedia.org/wiki/Android_Wear
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    iPhone OS

    iOS (previously iPhone OS) is a mobile operating system developed by Apple Inc. and

    distributed exclusively for Apple hardware. It is the operating system that powers many

    of the company's iDevices.Originally unveiled in 2007 for the iPhone, it has been extended to support other Apple

    devices such as the iPod Touch (September 2007), iPad (January 2010), iPad Mini

    (November 2012) and second-generation Apple TV onward (September 2010). As of

    June 2014, Apple's App Store contained more than 1.2 million iOS applications, 500,000

    of which were optimized for iPad.

    The user interface of iOS 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 (one common result is the undo command) or rotating it in three

    dimensions (one common result is switching from portrait to landscape mode).

    History

    In 2005, whenSteve Jobsbegan planning theiPhone,he had a choice to either "shrinkthe Mac, which would be an epic feat of engineering, or enlarge the iPod". Jobs favored

    the former approach but pitted theMacintosh andiPod teams, led byScott

    ForstallandTony Fadell,respectively, against each other in an internal competition, with

    Forstall winng by creating the iPhone OS. The decision enabled the success of the iPhone

    as a platform for third-party developers: using a well-known desktop operating system as

    its basis allowed the many third-party Mac developers to write software for the iPhone

    with minimal retraining.Forstall was also responsible for creating a software developer's

    kit for programmers to build iPhone apps, as well as anApp Store withiniTunes.

    The operating system was unveiled with the iPhone at theMacworld Conference & Expo,

    January 9, 2007, and released in June of that year.At first, Apple marketing literature did

    not specify a separate name for the operating system, stating simply whatSteve

    Jobs claimed: "iPhone runs OS X" and runs "desktop applications"when in fact it runs a

    http://en.wikipedia.org/wiki/Steve_Jobshttp://en.wikipedia.org/wiki/IPhonehttp://en.wikipedia.org/wiki/Macintoshhttp://en.wikipedia.org/wiki/IPodhttp://en.wikipedia.org/wiki/Scott_Forstallhttp://en.wikipedia.org/wiki/Scott_Forstallhttp://en.wikipedia.org/wiki/Tony_Fadellhttp://en.wikipedia.org/wiki/App_Store_(iOS)http://en.wikipedia.org/wiki/ITuneshttp://en.wikipedia.org/wiki/Macworld_Conference_%26_Expohttp://en.wikipedia.org/wiki/Steve_Jobshttp://en.wikipedia.org/wiki/Steve_Jobshttp://en.wikipedia.org/wiki/Steve_Jobshttp://en.wikipedia.org/wiki/Steve_Jobshttp://en.wikipedia.org/wiki/Macworld_Conference_%26_Expohttp://en.wikipedia.org/wiki/ITuneshttp://en.wikipedia.org/wiki/App_Store_(iOS)http://en.wikipedia.org/wiki/Tony_Fadellhttp://en.wikipedia.org/wiki/Scott_Forstallhttp://en.wikipedia.org/wiki/Scott_Forstallhttp://en.wikipedia.org/wiki/IPodhttp://en.wikipedia.org/wiki/Macintoshhttp://en.wikipedia.org/wiki/IPhonehttp://en.wikipedia.org/wiki/Steve_Jobs
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    Features & Specifications

    iOS is a powerful Operating System supporting a large number of applications iniPhone.

    These applications make life more comfortable and advanced for the users. The

    iOS comes with factory included applications, the device comes with

    multitasking. Themultitasking is supported through backgroundAPIs:

    1. Background audioapplication continues to run in the background as long as it is

    playing audio or video content.

    2. Voice over IPapplication is suspended when a phone call is not in progress.

    3. Background locationapplication is notified of location changes.

    4. Push notifications.

    5. Local notificationsapplication schedules local notifications to be delivered at a

    predetermined time.

    6. Task completionapplication asks the system for extra time to complete a given

    task.

    7. Fast app switchingapplication does not execute any code and may be removed

    from memory at any time.

    8.Newsstandapplication can download content in the background to be ready for

    the user.

    9. External Accessory application communicates with an external accessory and

    shares data at regular intervals.

    10.Bluetooth Accessoryapplication communicates with a Bluetooth accessory and

    shares data at regular intervals.

    In iOS 7, Apple introduced a new multitasking feature, providing all apps with the ability

    to perform background updates. This feature prefers to update the user's most frequently

    used apps and prefers to use WiFi networks over a cellular network, without markedly

    reducing the device's battery life. The iOS also comes with switching applications,

    ending tasks, task completion, Siri and game center.

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    Switching applications

    In iOS 4.0 to iOS 6.x, double-clicking the home button activates the application switcher.

    A scrollable dock-like interface appears from the bottom, moving the contents of the

    screen up. Choosing an icon switches to an application. To the far left are icons whichfunction as music controls, a rotation lock, and on iOS 4.2 and above, a volume

    controller.

    With the introduction of iOS 7, double clicking the home button also activates the

    application switcher. However, unlike previous versions it displays screenshots of open

    applications on top of the icon and horizontal scrolling allows for browsing through

    previous apps, and it is possible to close applications by dragging them up, similar to how

    WebOS handled multiple cards.

    Ending tasks

    Briefly holding the icons in the application switcher makes them "jiggle" (similarly to the

    home screen) and allows the user to forcequit the applications by tapping the red minus

    circle that appears at the corner of the app's icon. Clearing applications from multitasking

    stayed the same from iOS 4.0 through 6.1.6, the last version of iOS 6.

    As of iOS 7, the process has become faster and easier. In iOS 7, instead of holding the

    icons to close them, they are closed by simply swiping them upwards off the screen. Up

    to three apps can be cleared at a time compared to one in versions up to iOS 6.1.6.

    Task completion.

    Task completion allows apps to continue a certain task after the app has been suspended.

    As of iOS 4.0, apps can request up to ten minutes to complete a task in the background.

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    Siri.

    Siri is a personal assistant and knowledge navigator which works as an application on

    supported devices. The service, directed by the user's spoken commands, can do a variety

    of different tasks, such as call or text someone, open an app, search the web, lookup

    sports information, find directions or locations, and answer general knowledge questions

    (e.g. "How many cups are in a gallon?"). Siri was updated in iOS 7 with a new interface,

    faster answers, Wikipedia, Twitter, and Bing support and the voice was changed to sound

    more human. Siri is currently only available on theiPhone 4S and later iPhones, thefifth-

    generation iPod Touch,all of the models of theiPad Mini,and the generation and later

    iPads.

    Game Center.

    Game Center is anonlinemultiplayer "social gaming network"released by Apple. It

    allows users to "invite friends to play a game, start a multiplayer game through

    matchmaking, track theirachievements,and compare their high scores on aleaderboard."

    iOS 5 and above adds support for profile photos.

    Game Center was announced during an iOS 4 preview event hosted by Apple on April 8,

    2010. A preview was released to registered Apple developers in August. It was released

    on September 8, 2010 with iOS 4.1 on iPhone 4, iPhone 3GS, and iPod Touch 2nd

    generation through 4th generation.Game Center made its public debut on the iPad with

    iOS 4.2.1. There is no support for theiPhone 3G,original iPhone and thefirst-generation

    iPod Touch (the latter two devices did not have Game Center because they did not get

    iOS 4). However, Game Center is unofficially available on the iPhone 3G via a hack.

    Jailbreaking.

    Since its initial release, iOS has been subject to a variety of different hacks centered

    around adding functionality not allowed by Apple. Prior to the 2008 debut of the

    nativeiOS App Store,the primary motive for jailbreaking was to install third-party native

    applications, which was not allowed by Apple at the time. Apple claimed that it will not

    release iOS software updates designed specifically to break these tools (other than

    http://en.wikipedia.org/wiki/IPhone_4Shttp://en.wikipedia.org/wiki/IPod_Touch_(fifth_generation)http://en.wikipedia.org/wiki/IPod_Touch_(fifth_generation)http://en.wikipedia.org/wiki/IPad_Minihttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/Multiplayer_video_gamehttp://en.wikipedia.org/wiki/Achievement_(video_gaming)http://en.wikipedia.org/wiki/Ladder_tournamenthttp://en.wikipedia.org/wiki/IPhone_4http://en.wikipedia.org/wiki/IPhone_3Ghttp://en.wikipedia.org/wiki/IPhone_(original)http://en.wikipedia.org/wiki/IPod_Touchhttp://en.wikipedia.org/wiki/IPod_Touchhttp://en.wikipedia.org/wiki/App_Store_(iOS)http://en.wikipedia.org/wiki/App_Store_(iOS)http://en.wikipedia.org/wiki/IPod_Touchhttp://en.wikipedia.org/wiki/IPod_Touchhttp://en.wikipedia.org/wiki/IPhone_(original)http://en.wikipedia.org/wiki/IPhone_3Ghttp://en.wikipedia.org/wiki/IPhone_4http://en.wikipedia.org/wiki/Ladder_tournamenthttp://en.wikipedia.org/wiki/Achievement_(video_gaming)http://en.wikipedia.org/wiki/Multiplayer_video_gamehttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/IPad_Minihttp://en.wikipedia.org/wiki/IPod_Touch_(fifth_generation)http://en.wikipedia.org/wiki/IPod_Touch_(fifth_generation)http://en.wikipedia.org/wiki/IPhone_4S
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    applications that performSIM unlocking); however, with each subsequent iOS update,

    previously un-patched jailbreak exploits are usually patched.

    Since the arrival of Apple's native iOS App Store, andalong with itthird-party

    applications, the general motives for jailbreaking have changed. People jailbreak formany different reasons, including gaining filesystem access, installing custom device

    themes, and modifying the deviceSpringBoard. On some devices, jailbreaking also

    makes it possible to install alternative operating systems, such as Android and the Linux

    kernel. Primarily, users jailbreak their devices because of the limitations of iOS. It should

    be noted that depending on the method used, the effects of jailbreaking may be

    permanent, or can be restored to the original state.

    In 2010, theElectronic Frontier Foundation (EFF) successfully convinced the U.S.

    Copyright Office to allow an exemption to the general prohibition on circumvention of

    copyright protection systems under theDigital Millennium Copyright Act (DMCA). The

    exemption allows jailbreaking of iPhones for the sole purpose of allowing legally

    obtained applications to be added to the iPhone. The exemption does not affect the

    contractual relations between Apple and an iPhone owner, for example, jailbreaking

    voiding the iPhone warranty; however, it is solely based on Apple's discretion on whether

    they will fix jailbroken devices in the event that they need to be repaired. At the same

    time, the Copyright Office exempted unlocking an iPhone from DMCA's

    anticircumvention prohibitions. Unlocking an iPhone allows the iPhone to be used with

    any wireless carrier using the same GSM or CDMA technology for which the particular

    phone model was designed to operate.

    Safety and security

    iOS provides built-in security from the moment you turn on your device. Low-level

    hardware and firmware features are designed to protect against malware and viruses,

    while high-level OS features help to secure access to personal information and corporate

    data. To guard your privacy, apps requesting location information or data from Calendar,

    Contacts, Reminders, and Photos must first get your permission. You can set a pass code

    lock to prevent unauthorized access to your device and configure it to delete all your data

    after too many unsuccessful pass code attempts. This pass code also automatically

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    encrypts and protects your stored email as well as allows third-party apps to encrypt their

    stored data. iOS supports encrypted network communication that apps can use to protect

    your sensitive information during transmission. And, in case your device is lost or stolen,

    Find My iPhone allows you to locate it on a map and remotely delete all your data. When

    you get it back, you can restore everything from your last backup.

    Unlocking.

    Initially most wireless carriers in the US did not allow iPhone owners to unlock an

    iPhone for use with other carriers. AT&T Mobility allows iPhone owners who have

    satisfied the requirements of their contract to unlock their iPhone. Instructions to unlock

    the device are available from Apple, but it is ultimately the sole discretion of the carrier

    to authorize the device to be unlocked. This allows the use of a carrier sourced iPhone onother networks. However, because T-Mobile primarily uses a different band than AT&T

    for its 3G data signals, the iPhone will only work at 3G speeds on the T-Mobile

    1900 MHz network. There are programs to break these restrictions, but are not supported

    by Apple and most often not a permanent unlock, known as soft-unlock

    The iOS SDKThe second innovation was simply that the iPhone was a powerful device and Apple

    provided a development kit for iOS that offered incredible tools for developers. 3D

    games became the norm, and in general, iOS apps were more functional, better looking,

    and more advanced than on any other platform. The combination gave the platform a lead

    on apps that other companies are still trying to close in on. The App Store used Apple's

    already established base of iTunes music customers The introduction of apps and the

    App Store was not without some controversy, however. Apple did not completely open

    up iOS, but instead prevented users from "side loading" any app they'd like. The only

    legitimized way to install apps was via the App Store, and Apple set a policy of curating

    apps that would and wouldn't be allowed in. Some of the rules were fairly straightforward

    no pornbut others put Apple in a gray area when it came to users' desires. Apple

    regularly rejects certain classes of apps that are allowed on other platforms, including

    apps that allow tethering your computer to your iPhone for internet access.

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    Another, perhaps unforeseen, consequence of the App Store was that apps became much

    much less expensive. This has mainly been a net win for users and developers, but it did

    cause plenty of consternation as the price of a top-shelf mobile app rapidly dropped from

    the $40 range to the $5 or even 99-cent range. Top-selling charts for apps began to look

    like the top-40 Billboard charts for music: if a developer could find a way to the top, he

    or she could make big money, but it was difficult at the bottom. Most of these concerns

    have gone away in the last couple of years and now there are many, many development

    houses and independent

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    RESEARCH METHODOLOGY

    RESEARCH DESIGN

    A research design is purely and simply the framework or plan for a study

    that guides the collection and analysis of the data. The function of research

    design is to ensure that the required data are collected accurately and

    economically.

    The Research design used in the study was descriptive research design.

    The descriptive study portrays the characteristics of a group or anindividual or situation

    SAMPLING TECHNIQUE

    The sampling technique used in this study is Snowball sampling and

    Convenience sampling.

    SAMPLE SIZE

    The sample size used in this study is 100. The universe of the study includes

    students of IUU (IMS Unison University).

    DATA COLLECTION METHOD

    Based on the nature and purpose of study there are various modes of data

    collection. Data sources can be classified into two categories namely

    primary and secondary sources.

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    Primary data: The primary data are collected from structured form of

    questionnaire. The questionnaire consists of multiple choices, dichotomous

    and ranking type of questions.

    Secondary data: The secondary data are collected through company

    records and journals and website

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    Gender

    Gender No. of respondent Percentage

    Male 45 45%Female 55 55%

    Data interpretation:

    In this survey 45% of the respondents are male and 55% are female.

    45%

    55%

    No. of respondent

    Male

    Female

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    Age

    Age No. of respondent Percentage

    17 or Younger 5 5%

    18-20 50 50%

    21-29 45 45%

    30-39 0 0

    40+ 0 0

    Data interpretation

    In this survey 5% were 17or Younger, 50% were 18-20 and 45% were 21-29. No

    respondent were from 30-39 and 40+.

    5%

    50%

    45%

    Age

    17 or Younger

    18-20

    21-29

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    First Mobile Phone

    First mobile phone No. of respondent Percentage

    Nokia 50 50%

    Samsung 20 20%

    Apple 15 15%

    Motorola 0 0

    Sony 10 10%

    HTC 0 0

    Blackberry 5 5%

    Others 0 0

    0

    10

    20

    30

    40

    50

    60

    First mobile phone

    First mobile phone

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    Data interpretation

    From this survey it is seen that 50% of the respondent had Nokia as their 1stphone, 20%

    had Samsung, 15% had Apple, 10% had Sony, 5% had Blackberry.

    There were no respondent for Motorola, HTC, and Others.

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    Current Mobile Phones

    Current MobilePhone

    No. of respondent Percentage

    Nokia 10 10%Samsung 15 15%

    Apple 40 40%

    Motorola 5 5%

    Sony 15 15%

    HTC 0 0

    Blackberry 5 5%

    Other 10 10%

    0

    5

    10

    15

    20

    25

    30

    35

    40

    45

    Current Mobile Phone

    No. of respondent

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    Data interpretation

    From this survey it is seen that 10% of the respondent use Nokia as their current mobile

    phone, 15% use Samsung, 40% use Apple, 5% use Motorola, 15% use Sony, 5% use

    Blackberry, 10% use Other(Micromax).There were no respondent for HTC.

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    Features which influence buyers:

    Operating System.

    Preference of OS while buying a mobile phone:

    Response No. of respondent Percentage

    Very high 55 55%

    High 10 10%

    Average 10 10%

    Low 5 5%

    Very low 20 20%

    Data interpretation

    This survey shows that 55% of the respondent are very highly influenced by the OS of

    the mobile phone , 10% are highly influenced, 10% are neutral , 5% have low influence

    and 20% have very low influence.

    0

    10

    20

    30

    40

    50

    60

    Very high High Average low Very low

    Operating system

    No. of respondent

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    Design

    Response No. of respondent Percentage

    Very high 25 25%

    High 45 45%

    Average 15 15%

    Low 5 5%

    Very low 10 10%

    Data interpretation

    This survey shows that 25% of the respondents very highly prefer design of the mobile

    phone, 45% prefer it highly, 15% prefer it neutral, 5% prefer it low and 10% prefer it

    very low.

    0

    5

    10

    15

    20

    25

    30

    35

    40

    45

    50

    Very high High Average Low Very low

    Design

    No. of respondent

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    Brand

    Response No. of Respondent Percentage

    Very high 35 35%

    High 35 35%

    Average 10 10%Low 5 5%

    Very low 15 15%

    Data interpretation

    This survey shows that 45% of the respondent are very highly influenced by the brand of

    the mobile phone, 45% are highly, 10% are neutral, 5% are low and other15% are very

    low.

    0

    5

    10

    15

    20

    25

    30

    35

    40

    Very high High Average Low Very low

    Brand

    No. of Respondent

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    Camera/Video Capabilities

    Response No. of respondent Percentage

    Very high 65 65%

    High 5 5%

    Average 10 10%Low 5 5%

    Very low 15 15%

    Data interpretation

    This survey shows that 65% of the respondents are very highly influenced by camera and

    video capabilities of the mobile phone, 5% are highly, 10% are neutral, 5% are low and

    other 15% are very low.

    0

    10

    20

    30

    40

    50

    60

    70

    Very high High Average Low Very low

    Camera/Video Capabilities

    No. of respondent

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    Battery life

    Response No. of Respondent Percentage

    Very high 60 60%

    High 5 5%

    Average 20 20%

    Low 0 0

    Very low 15 15%

    Data interpretation

    This survey shows that 60% of the respondents are very highly influenced by battery life

    of the mobile phone, 5% are highly influenced, 20% are neutral and 15% are very low.

    0

    10

    20

    30

    40

    50

    60

    70

    Very high High Average Low Very low

    Battery life

    No. of Respondent

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    Look and feel of a mobile phone before buying

    Screen size

    Response No. of respondent PercentageVery high 65 65%

    High 5 5%

    Average 5 5%

    Low 5 5%

    Very low 20 20%

    Data interpretation

    This survey shows that 65% of the respondents very highly prefer look for screen

    size before buying a mobile phone, 5% highly, 5% neutral, 5% low, 20% very low.

    0

    10

    20

    30

    40

    50

    60

    70

    Very high High Average Low Very low

    Screen size

    Screen size

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    Buttons

    Response No. of respondent Percentage

    Very high 15 15%

    High 15 15%Average 20 20%

    Low 20 20%

    Very low 30 30%

    Data interpretation

    This survey shows that 15% of the respondents very highly prefer look for button before

    buying a mobile phone, 15% highly, 20% neutral, 20% low and 30% very low.

    0

    5

    10

    15

    20

    25

    30

    35

    Very high High Average Low Very low

    Buttons

    Buttons

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    Colour

    Response No. of respondent Percentage

    Very high 30 30%

    High 20 20%Average 10 10%

    Low 15 15%

    Very low 25 25%

    Data interpretation

    This survey shows that 30% of the respondents very highly prefer look for colour before

    buying a mobile phone, 20% highly, 10% neutral, 15% low, 25% very low.

    0

    5

    10

    15

    20

    25

    30

    35

    Very high High Average Low Very low

    Colour

    Colour

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    Weight

    Response No. of respondent Percentage

    Very high 35 35%

    High 30 30%Average 10 10%

    Low 0 0

    Very low 25 25%

    Data interpretation

    This survey shows that 30% of the respondents very highly prefer look for weight before

    buying a mobile phone, 20% highly, 10% neutral, 15% lowand 25% very low.

    0

    5

    10

    15

    20

    25

    30

    35

    40

    Very high High Average Low Very low

    Weight

    Weight

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    Keypad

    Response No. of respondent Percentage

    Very high 15 15%

    High 30 30%Average 10 10%

    Low 10 10%

    Very low 35 35%

    Data interpretation

    This survey shows that 15% of the respondents very highly prefer look for keypad before

    buying a mobile phone, 30% highly, 10% neutral, 10% low and 35% very low.

    0

    5

    10

    15

    20

    25

    30

    35

    40

    Very high High Average Low Very low

    keypad

    keypad

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    Touch Screen

    Response No. of respondent Percentage

    Very high 75 75%

    High 5 5%Average 5 5%

    Low 5 5%

    Very low 10 10%

    Data interpretation

    This survey shows that 75% of the respondents very highly prefer look for touch screen

    before buying a mobile phone, 5% highly, 5% neutral, 5% low and 10% very low.

    0

    10

    20

    30

    40

    50

    60

    70

    80

    Very high High Average Low Very low

    Touch screen

    Touch screen

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    Size of the handset

    Response No. of respondent Percentage

    Small 10 10%

    Medium 80 80%Large 10 10%

    Data interpretation

    This survey shows that out of 100%, 80% respondent prefer medium handset, 10%

    respondent prefer small and other 10% prefer large handset.

    10%

    80%

    10%

    Handset

    Small

    Medium

    Large

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    Product Quality Satisfaction

    Android

    Response No. of respondent PercentageYes 75 75%

    No 5 5%

    Data interpretation

    In this survey 75% of the Android users are satisfied from the product quality were as 6%

    are not satisfied.

    75%

    5%

    Android

    Yes

    No

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    iOS

    Response No. of respondent PercentageYes 20 20%

    No 0 0

    Data interpretation

    In this survey 20% of the total numbers of respondent are iOS user and all of them are

    satisfied with the product quality.

    20%

    0%

    iOS

    Yes

    No

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    Product service

    Android

    Response No. of respondent Percentage

    Yes 75 75%

    No 5 5%

    Data interpretation

    This survey shows that 75% of the android users are satisfied with their product service

    and 5% are not satisfied.

    Android

    Yes No

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    iOS

    Response No. of respondent PercentageYes 20 20%

    No 0 0

    Data interpretation

    In this survey 20% of the total numbers of respondent are iOS user and all of them are

    satisfied with the product service.

    iOS

    Yes

    No

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    Pricing

    Android

    Response No. of respondent PercentageLower premium

    price

    10 10%

    Similar premium

    price

    45 45%

    Higher premium

    price

    15 15%

    Data interpretation

    This survey shows that pricing of Android phones used by the respondents are:

    Lower premium price 10%

    Similar premium price 45%

    Higher premium price 15%

    Pricing

    Lower premium price

    Similar premium price

    Higher premium price

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    iOS

    Response No. of respondent Percentage

    Lower premium

    price

    0 0

    Similar premium

    price

    0 0

    Higher premium

    price

    35 35%

    Data interpretation

    This survey shows that pricing of iOS phones used by the respondents are:

    Lower premium price 0%

    Similar premium price 0%

    Higher premium price 35%

    iOS

    Lower premium price

    Similar premium price

    Higher premium price

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    Satisfied with the performance of the device.

    Android

    Response No. of respondent Percentage

    Completelysatisfied

    35 35%

    Somewhat

    satisfied

    30 30%

    Somewhat

    dissatisfied

    15 15%

    Completely

    dissatisfied

    0 0

    Data interpretation

    This survey shows that 35% of the android users are completely satisfied, 30% are

    satisfied and 15% are somewhat dissatisfied.

    35%

    30%

    0%

    15%0%

    Android

    Completely satisfied

    SomewhatSomewhat dissatisfied

    Completely dissatisfied

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    iOS

    Response No. of

    respondent

    Percentage

    20 20%Somewhat satisfied 0 0%

    Somewhat dissatisfied 0 0%

    Completely dissatisfied 0 0%

    Data interpretation

    This survey shows that there are 20% iOS users and they are completely satisfied.

    Sales

    Completely satisfied

    Somewhat satisfied

    Somewhat dissatisfied

    Completely dissatisfied

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    Findings

    In this survey 45% of the respondents are male and 55% are female.

    In this survey 5% were 17or Younger, 50% were 18-20 and 45% were 21-29. No

    respondent were from 30-39 and 40+.

    From this survey it is seen that 50% of the respondent had Nokia as their 1 st

    phone, 20% had Samsung, 15% had Apple, 10% had Sony, 5% had Blackberry.

    There were no respondent for Motorola, HTC, and Others.

    From this survey it is seen that 10% of the respondent use Nokia as their current

    mobile phone, 15% use Samsung, 40% use Apple, 5% use Motorola, 15% use

    Sony, 5% use Blackberry, 10% use Other(Micromax).There were no respondent

    for HTC.

    This survey shows that 55% of the respondent are very highly influenced by the

    OS of the mobile phone , 10% are highly influenced, 10% are neutral , 5% have

    low influence and 20% have very low influence.

    This survey shows that 25% of the respondents very highly prefer design of the

    mobile phone, 45% prefer it highly, 15% prefer it neutral, 5% prefer it low and

    10% prefer it very low. This survey shows that 45% of the respondent are very highly influenced by the

    brand of the mobile phone, 45% are highly, 10% are neutral, 5% are low and

    other15% are very low.

    This survey shows that 65% of the respondents are very highly influenced by

    camera and video capabilities of the mobile phone, 5% are highly, 10% are

    neutral, 5% are low and other 15% are very low.

    This survey shows that 60% of the respondents are very highly influenced by

    battery life of the mobile phone, 5% are highly influenced, 20% are neutral and

    15% are very low.

    This survey shows that 65% of the respondents very highly prefer look for screen

    size before buying a mobile phone, 5% highly, 5% neutral, 5% low, 20% very

    low.

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    This survey shows that 15% of the respondents very highly prefer look for button

    before buying a mobile phone, 15% highly, 20% neutral, 20% low and 30% very

    low.

    This survey shows that 30% of the respondents very highly prefer look for colour

    before buying a mobile phone, 20% highly, 10% neutral, 15% low, 25% very low.

    This survey shows that 30% of the respondents very highly prefer look for weight

    before buying a mobile phone, 20% highly, 10% neutral, 15% low and 25% very

    low.

    This survey shows that 15% of the respondents very highly prefer look for keypad

    before buying a mobile phone, 30% highly, 10% neutral, 10% low and 35% very

    low.

    This survey shows that 75% of the respondents very highly prefer look for touch

    screen before buying a mobile phone, 5% highly, 5% neutral, 5% low and 10%

    very low.

    This survey shows that out of 100%, 80% respondent prefer medium handset,

    10% respondent prefer small and other 10% prefer large handset.

    In this survey 75% of the Android users are satisfied from the product quality

    were as 6% are not satisfied.

    In this survey 20% of the total numbers of respondent are iOS user and all of them

    are satisfied with the product quality.

    This survey shows that 75% of the android users are satisfied with their product

    service and 5% are not satisfied.

    In this survey 20% of the total numbers of respondent are iOS user and all of them

    are satisfied with the product service.

    This survey shows that pricing of Android phones used by the respondents are:

    1. Lower premium price 10%2. Similar premium price 45%

    3. Higher premium price 15%

    This survey shows that pricing of iOS phones used by the respondents are:

    1. Lower premium price 0%

    2. Similar premium price 0%

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    3. Higher premium price 35%

    This survey shows that 35% of the android users are completely satisfied, 30% are

    satisfied and 15% are somewhat dissatisfied.

    This survey shows that there are 20% iOS users and they are completely satisfied.

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    Conclusion

    A mobile operating system, also referred to as mobile OS, is an operating system that

    operates a smartphone, tablet, PDA, or other mobile device. Modern mobile operating

    systems combine the features of a personal computer operating system with other

    features, including a touchscreen, cellular, Bluetooth, Wi-Fi, GPS mobile navigation,

    camera, video camera, speech recognition, voice recorder, music player, near field

    communication and infrared blaster.

    One of the most widely used mobile OS these days is ANDROID. Android is a software

    bunch comprising not only operating system but also middleware and key applications.Android Inc. was founded in Palo Alto of California, U.S. by Andy Rubin, Rich miner,

    Nick sears and Chris White in 2003. Later Android Inc. was acquired by Google in 2005.

    After original release there have been number of updates in the original version of

    Android.

    The user interface of iOS 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 (one common result is the undo command) or rotating it in three

    dimensions (one common result is switching from portrait to landscape mode).

    With the completion of this paper, we can conclude that every operating system has been

    developed by keeping in mind the targeted customers. Every Operating System provides

    competitive and unique features for their customers. However, iOS came out to be ever

    enhancing operating system with a great evolution chart over the years. On other hand,

    Android, being an open source operating system enjoys addition of new ideas every day

    by various Android lovers.

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    Recommendation

    Android should create better high-quality product for the

    lower premium price segment.

    It should also create faster processor.

    Apple should create better battery life.

    Android should give guidance or instruction applications to

    help the users.

    Android should connect to its users through mails and

    updates.

    Apple should increase the number of their dealers and service

    providers.

    Android should create applications to keep user information

    secured.

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    ReferencesResearch Methodology by C.K.Kotari.

    http://developer.android.com/about/ve rsions/jelly-bean.html

    Open Source OS - The Future for Mobile? By Juniper Research

    Zhang. J. (2010), Android vs iPhone

    http://developer.android.com/about/ve%20rsions/jelly-bean.htmlhttp://developer.android.com/about/ve%20rsions/jelly-bean.html
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    Annexure (Questionnaire)

    QuestionnaireDear Sir/Madam,

    I am Tenzin PassangShawa, pursuing B.B.A., student of IMS Dehradun, doing my

    project work entitled Comparative study on the preference of Android and IOS, the

    Mobile Operating system.

    So I request you to kindly give me your valuable feedback through the following

    questionnaire. The information will be kept confidential and used for academic

    purpose only.

    THANKING YOU,

    Tenzin PassangShawa.

    Q1. Name: .

    Q2.Gender:M F

    Q3.Occupation:

    Q4.Email id: ..(Optional)

    Q5.Which category below includes your age? 17 or younger

    18-20

    21-29

    30-39

    40 or older.

    Q6.What was your first mobile phone?

    Nokia

    Samsung

    Apple Motorola

    Sony

    HTC

    Blackberry

    Other (please specify)

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    Q7.What is your current mobile phone?

    Nokia

    Samsung

    Apple

    Motorola Sony Ericsson

    HTC

    Blackberry

    Other (please specify)

    (Rate 5 being highest and 1 being lowest).

    Q8.What features are most important to you when purchasing a mobile phone?

    OS

    Design

    Brand

    Camera / Video Capabilities.

    Battery life.

    Q9.What parts of the "look and feel" of a mobile phone are important to you whenchoosing one? "Feel free to rate more than one option"

    Screen Size Buttons

    Colour

    Weight

    Keypad

    Touch Screen

    Q10.What size of the handset would you prefer?

    Small

    Medium

    Large

    Android iOS

    Q11.How many phones do you own?12More

    5 4 3 2 1

    5 4 3 2 1

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    Q12.Are you satisfied with the product quality?

    YesNo

    Q13.Are you satisfied with the product service?

    YesNo

    Q14.What do you primarily use phone for?Music

    Cell Phone/TextingInternetFor WorkFor SchoolDrawingGamingEntertainment

    Q15.How does the price of your phone compare with others in the industry?

    Lower premium price

    Similar premium price

    Higher premium price

    Q16.How often do you use phone?Every time

    A few times in a dayOnce a dayA few times a weekRarelyNever

    Q17.Why you pay for the premium price?

    Product feature

    Design innovation

    Availability of software and peripherals

    Corporate reputationHigh-quality

    After-sales support

    Q18.How satisfied are you with the performance of your device?

    Completely satisfied

    Somewhat satisfied

    Somewhat dissatisfied

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    Completely dissatisfied

    Q19.Have you noticed that your Phone has slowed or experienced an increase inabnormal behavior since the time of purchase?

    Yes, my device has slowed since purchaseYes, I've noticed an increase in abnormal behavior

    Yes, both issues apply to my device

    No, neither issue applies to my device

    Q20.Specific to the software, have you ever felt the need for further guidance orinstruction on how to get the most out of your device?

    Yes

    No

    Somewhat