Indian Mobile gaming Industry

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India, with around 584 Million mobile subscribers represents one of the world’s largest, fastest growing, and highly untapped mobile gaming markets. Particularly, past few years have been quite revolutionary for the industry as it saw emergence of smartphones, GPS enabled sets, and 3G handsets. Consumers have also given tremendous response to the world class offerings of domestic and foreign players and accepted new revenue models, which are directly linked with industry’s developments and future expansion.
 Indian mobile gaming industry has secured one of the world’s fastest growth rates during the last five years. The massive mobile subscriber’s base, technically upgraded games, advanced smartphones, and 3G enabled handsets have provided much awaited boost to the industry, which grew more than fivefold during 2005-2009. In coming year also, the industry will continue to post staggering market growth. The projected CAGR growth of around 74% during 2010-2013 will help India become one of the most attractive destinations for foreign mobile game developers and distributors for investments and outsourcing services.

Domestic companies account for majority of the mobile gaming market in India. These homegrown companies have been witnessing rapid growth in their overall revenue compared to their foreign counterparts. However, it has been anticipated that, during the forecast period, entry of international majors will somewhat balance the market dynamics and result in competitive product pricing and overall improved quality. These proceedings will benefit the consumer most and will help propel industry’s future growth.
Source: Nasscom

Bada an overview

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The bada architechture consistes of four layers:

Kernel:It consistes Linux Kernel or Real-time OS

Device: Core function of mobile device platform like telephony, security, graphics and event and window management

Service: Application engines and server based components. Access through API for any server assisted features .

Framework:C++ and Web frameworks that consists of an application framework

Application Model

The base application is stored on ROM and can't be removed using the Application manager .

The applications can be removed or installed if they are not Base Apps , these apps can be made using C++ or Flash .This platform supports Multi-tasking .

Initially it will sow a splash screen then initialize the Application . After that the application comes to the foreground and runs simultaneously .

The role of teacher

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The role of teacher assumes great importance as they are in the noble profession of imparting education/ knowledge to the student's .
They are in the profession of important task of moduling young minds. The position of teacher can be well assumed when we say Socrates was teacher of Pleto. Pleto was teacher of Aristotle. Aristottle was teacher of Great Alexander.
Valmiki and Drona were Gurus of the epics, Ramayana and Mahabharata.
The ideals as ststed aforesaid can only be performed by a teacher when he is a person and not just a machine delivering informations only.
To put it simply, the aim of education is to help a student grow into a 'person'.
A teacher should not be a prop to which the growing student clings. On the otherhand a teacher should be like a gardener, watering the plant, seeing that it gets enough light and soil to grow furher.
This can be performed well if the teacher assumes the position of friend than that of a corrector.
In today's parlance this is more true when children have started asserting their right to death.

A teacher should be friend, philosopher and guide specially in the era of break down of joint family system and emergence of the nuclear family. As the children are deprived of the company of grand father, grand mother, brothers and sisters, the teacher of today should fill the vacuum.

Our Economy

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Debt is soaring and that is the problem. It would be different if that spending was going into a savings and retirement account or in the case of business, into factory machinery. But it is not. The GDP growth involves spending money and borrowing the money rather than using earnings. That’s where the problem lies. And that’s where the demise of the dollar is going to occur. At some point in the near future, our country is simply going to run out of credit. It is the debt itself, out of control and getting worse that is going to cause the loss of Dollar’s spending power. The higher our consumer debt and our Govt. debt, the weaker the Dollar becomes.
Our economy is fast becoming morbidly obese and we have long abandoned the desire to slim down. We just keep buying bigger and bigger expectations. 

We just live in bubble. The loss of sound money -----money backed by tangible asset, rather than a Govt. process--------is the root imbalance that’s plaguing the Dollar.
We have gone through a strange period where several conditions were combined: Record low interest rates, an exploding budget deficit, record high consumer debt, and the housing and mortgage refinancing bubble, Americas slowest economic recovery even after recession and import is far more than export----- the trade deficit-----is a huge problem that will ultimately destroy the US Dollar  and its spending power.

Think right, win over yourself

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The message as expressed in Bhagavad-Gita (6.6) is like ‘that one is, in the final analysis, his own friend or his own enemy. If one were authentic, clear and skilful in his actions and thoughts, no one else can ever cause him any damage.’
Further, no wrong can reach him but by his own ill deeds. His welfare is in his own hands and that none but himself can rob him or repose.
The art of right reaction to matters, which would ensure one is not damaged by situations, transactions or developments, is also summed up in these immortal lines of Ella Wheeler Wilcox in her poem Worthwhile,” Tis easy enough to be pleasant,/when life flows along like a song;/ But the man worthwhile is the one who will smile/ when everything goes dead wrong.”
Retaining one’s cheer and thus his presence of mind too, is thus, is vital stage in attaining that sublime ‘Victory over one self. This is brought about by being watchful and aware of one’s instincts and impulses and thus refining them by and by (shanihi, shanihi). This is the art of transition from being reactive to proactive.
And thus by attaining ‘Victory over one self ‘one indeed can ‘never know any defeat’

demo game for cars

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Designers Are Descriptive, Programmers Are Procedural

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A designer, a programmer, and a producer walk into a cocktail bar. The barman asks, “What can I get for you?”
The designer says, “Give me something fruity, with an umbrella in. No gin though, it makes me violent.”
The programmer says, “Mix two parts vodka with one part white rum, shake it with ice. Pour it into a glass with strawberry syrup, and top up with sprite. Stick an umbrella in the top and hand it to me.”
The producer, who only came along because they needed a third person to make up the joke, sighs and says, “I’ll have what these guys are having.”

The bartender begins making the drinks, “OK, three Equivalent Expressions, coming up…”

There’s a fundamental difference between the kind of problems that designers and programmers spend their time solving, and as such, I think there’s a difference in their habitual approach to solving problems, and the way they structure and explain their solutions.

Designers are fundamentally interested in the properties of the end result – the visible ‘outer shell’ of the product. They don’t care about the technology inside it, beyond the observable effects (like it being fast enough, not crashing, etc). Their descriptions of the product, and how it should be, are thus all written in terms of these visible properties: which things the player experiences, when and where the player experiences them, and so on.

Programmers, by contrast, are focused on the internals of the product – they are tasked with filling in the gap between the outer shell provided by the designers, and the solid core of functionality provided by the platform. It’s like a translation process – translating high-level game concepts into low-level hardware operations – and so their explanations are in similar terms: which lower-level concepts are in use, how they are combined into large structures, and so on.

Speaking In Tongues

This mismatch in modes of thinking requires extra effort to ‘bridge the gap.’ However, it’s not symmetrical.

As we’ve said, the entire focus of a programmer is on constructing these onion-layers of high-level to low-level concepts, composing and decomposing functionality to create the desired result. Connecting concepts between different layers of abstraction is programming. So when a designer talks to a programmer in the highest-level terms, mapping those terms down to the level that the programmer is working at is employing the programmer’s core skill.

The same is not so true for designers. Taking information about the implementation, and deducing from that the visible effects and constraints upon the outer shell, is not actually a part of design. Design is making decisions about the outer shell, within the constraints imposed by the implementation; figuring out what those constraints are is something different. Good designers can do it, of course, but it’s not their core skill.

To put this in slightly more concrete terms: When a designer tells a programmer that he wants a particular enemy to shout something when he sees the player, figuring out the points in the code that will need to be modified to support that is what programming’s all about. But when a programmer tells a designer that he’s added sound hooks to the base enemy class upon selecting a new object of interest, figuring out what this will actually allow the designer to do is not what design’s all about; it’s deciding which enemies should play sounds, and which sounds, that employs their core skill.

Another example, from outside the games industry, is CSS. Of all the designers I know who’ve done work with CSS, there are a few particular parts that they always have trouble with – display, position, and float. Together, these properties are extremely powerful for producing fluid layouts – but using them the way you want requires that you stop thinking like a visual designer, and start thinking like a web page renderer layout system.

First this box will be laid out, then this one will be floated to the left inside it, then this other one will be positioned relative to it… it’s a procedural combination of pieces, compensating for the fact that CSS is lacking some useful layout concepts, like built-in support for columns. Knowledge of how to achieve things like an equal-height 3-column layout is passed around as a bit of arcane ‘magic’ that designers just learn and apply, understanding it only in as far as is necessary to use it.

So, I think that when it comes to interfacing design and programming, it would be most efficient to get the programmers to learn to ‘speak designer,’ rather than getting the designers to learn to ‘speak programmer.’ It’s a better match to their core skills, to their habitual modes of thinking.

Designing For Designers

Most established programmers already do this in direct communication, I think. When explaining a new system to the design team, you don’t tell them all the class names and algorithms used; you tell them about the features and behaviors that they will use, phrased in their terms, the terms of the end user’s experience. Sure, sometimes you slip up – be it through absent-mindedly forgetting that you’re not talking to fellow programmers, or through enthusiasm about the elegance of what you built, or whatever – but even then, the designers usually speak enough Programmer to follow along.

Where I think this happens less is in tool design.

Internal tools frequently present their concepts and functionality in implementation terms, rather than in end-user-experience terms. Designers get settings with names like ‘Collision Detection mode’ and options like ‘Discrete’ and ‘Continuous,’ which only make sense if you know about how collision detection systems work. So what happens is they learn that they need to set it to ‘Continuous’ for fast-moving objects and ‘Discrete’ for slow-moving objects, and at that point the setting has basically become equivalent to a ‘Movement class’ setting with ‘Fast’ and ‘Slow’ options, except that it includes this extra pointless translation step that needs to be learnt and applied.

It’s not hard to imagine how the tools end up like this. Many of them start out almost as testing rigs for the programmers; the tool is there to allow the programmer to quickly configure and test the system’s features and interactions, so they write it in Programmer, and when they’ve done that it’s technically possible for the designer to set it up however they need it to be, so why make further changes?

Yet while it may be technically possible for for the designers to set things up the way they’re needed, it’s not easy, which means that it requires training, takes longer, distracts the designer, and is more error-prone. These costs are often not taken fully into account. The tool has effectively been designed by a programmer, and if that’s OK, why do you have designers on your team at all?

“Well, what if someday there’s an object that is slow-moving but needs Continuous collision detection for some reason nobody can think of right now? Better to keep the flexibility, right? Also, while it might make it easier for the designer to set things up, it makes it harder for the programmer, because now they’ve got to keep remembering that ‘Fast movement mode’ means ‘Continuous collision detection.’ It’s not saved any work, it’s just moved it around.”

Firstly, bear in mind that remembering things like “Fast movement mode is implemented using continuous collision detection” is a programming core skill – just like remembering things such as “CPU Texture reads are implemented using readback-from-video-memory, which is slow, and so should be avoided.” It might be the same amount of work, but programmers have more practice at it.

Secondly, though: simplicity and flexibility aren’t mutually exclusive! Presenting designers with options “phrased in Designer” doesn’t have to mean taking away the options “phrased in Programmer.” The implementation-level options can be hidden away in ‘Advanced Settings’ sections, or in a ‘Programmer View’ mode. The designer-friendly options can be provided as presets – a quick means for designers to automatically set the implementation-level options, while still being able to keep thinking in terms of the end user experience, and without losing the flexibility of tweaking things more directly when required. These are solvable problems!

Programmers and designers have different habits for thinking about problems. When programmers create tools that designers will use, they should present those tools in ‘design language’ – the language of the end-user experience – rather than just exposing the flags and values that the implementation works with. It’s better for them to do that, than for the designers to learn how to manipulate the implementation, because figuring out how to set the implementation for a particular design goal is what the programmers are good at.

How can you avoid the pitfalls that destroy most entrepreneurs?

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Failed entrepreneurs believe that “if you build it, they will come”
They spend too much time on business support and not enough on money-making:
Entrepreneurs often waste valuable time on items related to supporting the business before they’ve figured out their money-making formula. Examples of wasteful business support items include:
  • Accounting – Selecting an accounting program to track their financials.
  • Design – Choosing a logo for business cards or a Web site.
  • Intellectual Property – Figuring out how what parts of your idea can get a copyright, trademark or patent.
While those can be important later on, you shouldn’t sweat supporting a business until you have a business capable of making money. Here are the key money-making topics Kelly says you should dig into before you work on supporting your business:
  • Lead generation – What are your sources for new customers?
  • Converting leads – How do you convert your leads into first-time customers?
Nail those money-makers first before sweating what your new logo should look like.
They run out of money and time: Most entrepreneurs fail because they run out of money or resources. Even mighty Webvan (with billions of dollars available to it) fell victim to this. They run out of money because they did a poor job at one of these three parts of financial projections:
  • You were optimistic on your revenues.
  • You underestimated your expenses.
  • You mis-projected your balances.
Obtaining cash is one good way to buy time. And if you don’t have cash, make sure you minimize your cash outlays until your money-making is kicking in. A good entrepreneur substantially minimizes cash outlays until the business is off the ground.
They lack strong execution: Entrepreneurs often fail because they execute poorly. This is not surprising since a common characteristic of entrepreneurs is that they are often more creative — which is in part why they come up with great ideas for businesses — than they are organized and detail-oriented.
They start too many things: We know an entrepreneur who has a full-time job (which he dreams of quitting) and has three Web sites running in his limited part time. He’s spreading himself too thin on the three web side-projects — one of them is showing promise (it dominates a niche market and generates $1,000 per month in revenue and growing).
It's not advisable to do such things as it will never ever give you the proper identity .

getting the most out of your workers

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The real secret to getting the most out of your workers is...get a notepad and pen so you get this all down....be nice! Did we need a book to tell us this? Maybe we did. We have all worked for companies in which the boss or manager was anything but nice. We've all worked for bosses who were raving lunatics. And maybe you are a raving lunatic and your employees absolutely hate you. I have worked for my share. One who couldn't speak a sentence without dropping the "F bomb." Another who was such an ego-maniac that she had to remind employees, almost daily, about the value of her stock holdings. Another who was so tense and humorless that the entire office became infected with misery.

Sound like you?

Take a deep breath. Tracy has some advice. First of all, smile! "When you see someone for the first time each day, smile at that person." Seems obvious, but how many managers don't do it (maybe even you)? Ask questions. "How's everything going? How are you feeling?" And really be interested in the answer. Listen. And don't interrupt when your people are talking to you. Be polite to your staff. Treat them "as if they are talented, intelligent and accomplished." (If they're not all those things, why haven't you fired them?)

If you need some reeducation to start acting the part of a manager who motivates others, Tracy has a basic but valuable outline on how to maximize your talent. Among his principles:

   1. Be Clear: How many managers have you known who give ambiguous direction (or none at all)? Often this is because they have no idea what to do themselves and are hoping their staff can figure it out. This isn't fair. If you're the boss, it's up to you to set expectations without any ambiguity.
   2. Be Competent: You have to lead by example. If you're using your staff to cover up your own incompetence, it's obvious to everyone and no one will respect you.
   3. Be Focused: If you're scattered as a manager, you reflect your disarray on others -- that's very demotivating. People should know what's important to you, because you live it.
   4. Have Integrity: Your reputation is your currency to get things done. Damage it and risk losing the allegiance of your people.

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