In this episode you'll get to explore the cross-platform mobile strategy we took with the project, and how we built our app using Apache Cordova framework, just once, with it working on any device a volunteer would want to use. We also dive deeper into how Visual Studio 2015 enabled us to build this app quickly and easily, along with how we took advantage of our own (free) Android emulator and other cool debugging experiences.
We'll end the episode with a tour of the mobile app we made over the 3-day event, with all source code available now on GitHub: https://github.com/htbox/
Alaska Airlines Director of App Architecture, Mike Lorengo shares how they are using Microsoft Azure.
Alaska Airlines is the seventh-largest U.S. airline based on passenger traffic and is one of the most popular U.S. West Coast air carriers. Headquartered in Seattle, Alaska carries more passengers between the state of Alaska and the Lower 48 than any other airline. Alaska Airlines was rated Highest in Customer Satisfaction Among Traditional Carriers in North America, Eight Years in a Row" by JD Power.
hear from Director of App Architecture, Mike Lorengo, how Alaska Airlines built on their "Cloud First, Mobile Only" vision to find success using Azure API management to take an existing employee facing web app on to devices, making it available to the highly mobile workforce wherever they are. Hear how a team of volunteers took the initiative and used the DevOps capabilities of Visual Studio Online combined with Azure to build an agile, continuous delivery capability, enabling them to rapidly add new features and consider extending the technology to a further 100 projects across the organization.
• See the math and visual science behind how Windows abstracts physical display density and viewing distance • Why this means you can work in effective pixel space across all devices • How Windows makes full use of the physical pixels for you • What has changed for Windows 10 and why • When you have to know about physical pixels and why: bitmap assets and layout grids • How assets are picked through MRT and how to use MRT to manage assets and asset packs • Guidance: best practices on which scale factors to support: tradeoffs between quality and footprint • How to port assets from other platforms to Windows apps • Why scaling and layout grid go hand-in-hand, and the benefits of sticking to the layout grid • When you have to know about physical pixels and why: some advanced application requirements and techniques • API support you need to write an app that knows about physical pixels Speaker: Steve Wright