mobile
As Uber Freight marked its second anniversary, we went back to the drawing board to redesign its app. The original carrier app was successful for owner-operators with one or two drivers, but it wasn’t optimized for larger fleets—feedback we were hearing directly from our carrier base. It let carriers find and move freight from point A to point B, but did not support multi-stop loads with multiple pick-ups and drop-offs.
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Until very recently, Dropbox had a technical strategy on mobile of sharing code between iOS and Android via C++. The idea behind this strategy was simple—write the code once in C++ instead of twice in Java and Objective C. We adopted this C++ strategy back in 2013, when our mobile engineering team was relatively small and needed to support a fast growing mobile roadmap.
We needed to find a way to leverage this small team to quickly ship lots of code on both Android and iOS.
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This article is the fifth in a series covering how Uber’s mobile engineering team developed the newest version of our driver app, codenamed Carbon, a core component of our ridesharing business. Among other new features, the app lets our population of over three million driver-partners find fares, get directions, and track their earnings. We began designing the new app in conjunction with feedback from our driver-partners in 2017, and began rolling it out for production in September 2018.
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Today, at Flutter Live, we’re announcing Flutter 1.0, the first stable release of Google’s UI toolkit for creating beautiful, native experiences for iOS and Android from a single codebase. Cross-platform mobile development today is full of compromise. Developers are forced to choose between either building the same app multiple times for multiple operating systems, or to accept a lowest common denominator solution that trades native speed and accuracy for portability.
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