Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
[GCPUG India] Firebase - Build Extraordinary Apps
Search
Kazunori Sato
July 04, 2015
Programming
2
270
[GCPUG India] Firebase - Build Extraordinary Apps
Kazunori Sato
July 04, 2015
Tweet
Share
More Decks by Kazunori Sato
See All by Kazunori Sato
Tensor Processing Unit (TPU) Overview (July 6, 2018)
kazunori279
0
240
FPGAによる大規模データ処理の高速化
kazunori279
0
120
Googleがめざす、誰もが使える機械学習
kazunori279
4
4.9k
Machine Intelligence at Google Scale
kazunori279
3
1.4k
Machine Intelligence at Google Scale: Vision/Speech API, TensorFlow and Cloud Machine Learning
kazunori279
3
5.5k
Distributed TensorFlow
kazunori279
3
2.4k
What is Google BigQuery?
kazunori279
0
69
Cloud Vision API and TensorFlow
kazunori279
7
9.2k
Having fun with Google Cloud + RasPi
kazunori279
0
1.2k
Other Decks in Programming
See All in Programming
Parallel::Pipesの紹介
skaji
2
870
型安全なDrag and Dropの設計を考える
yudppp
5
660
TypeScriptのmoduleオプションを改めて整理する
bicstone
4
430
RubyKaigiで得られる10の価値 〜Ruby話を聞くことだけが RubyKaigiじゃない〜
tomohiko9090
0
110
Babylon.js 8.0のアプデ情報を 軽率にキャッチアップ / catch-up-babylonjs-8
drumath2237
0
110
Devinで実践する!AIエージェントと協働する開発組織の作り方
masahiro_nishimi
6
2.6k
Cursor Meetup Tokyo ゲノミクスとCursor: 進化と制約のあいだ
koido
1
350
JVM の仕組みを理解して PHP で実装してみよう
m3m0r7
PRO
1
250
💎 My RubyKaigi Effect in 2025: Top Ruby Companies 🌐
yasulab
PRO
1
130
事業戦略を理解してソフトウェアを設計する
masuda220
PRO
9
2k
iOSアプリ開発もLLMで自動運転する
hiragram
6
2.2k
FastMCPでMCPサーバー/クライアントを構築してみる
ttnyt8701
2
100
Featured
See All Featured
Making the Leap to Tech Lead
cromwellryan
134
9.3k
Building Flexible Design Systems
yeseniaperezcruz
329
39k
The Myth of the Modular Monolith - Day 2 Keynote - Rails World 2024
eileencodes
25
2.8k
BBQ
matthewcrist
88
9.7k
KATA
mclloyd
29
14k
How STYLIGHT went responsive
nonsquared
100
5.6k
Building an army of robots
kneath
306
45k
How to Think Like a Performance Engineer
csswizardry
23
1.6k
VelocityConf: Rendering Performance Case Studies
addyosmani
329
24k
It's Worth the Effort
3n
184
28k
Product Roadmaps are Hard
iamctodd
PRO
53
11k
The Psychology of Web Performance [Beyond Tellerrand 2023]
tammyeverts
47
2.8k
Transcript
Firebase: Build Extraordinary Apps
+Kazunori Sato @kazunori_279 Kaz Sato Developer Advocate, Cloud Platform, Google
Inc. Cloud community advocacy Cloud product launch support
Mobile App for Millions of People Authentication. Storing Data. Interactions.
“Make it work in the Cloud”
In the Cloud, you need… Front End. Business Logic. Database.
Multiple Servers, Load Balancers, Replicas, Backups...
For Clients, you need to support… Smart Phones. Tablets. Desktops.
Android, iOS and Browsers
Talking to a Backend Large Scale M-to-N Connections with Realtime
messaging … It’s not easy
= Expensive Engineering Time
Is there a better way?
Firebase is a powerful platform for mobile and web applications.
Firebase User Authentication Realtime Database Static Hosting
Firebase User Authentication Realtime Database Static Hosting
Firebase User Authentication Realtime Database Static Hosting
Location Collaboration Gaming Realtime is…
Location Collaboration Gaming Realtime is…
Location Collaboration Gaming Realtime is…
Unreliable networks Multi Platform Realtime is hard! Complex Transport Stateful
2-way connection How to implement it?
Unreliable networks Multi Platform Realtime is hard! Complex Transport 4G/WiFi
switching. Subways. Tunnels. Basements.
Unreliable networks Multi Platform Realtime is hard! Complex Transport Different
Capabilities, Behaviors and Languages
Firebase in the Real World
CBS 50,000 Concurrent Users 27,000,000 chat messages
$40,000 Kickstarter 100,000 Users
200,000+ Developers
How to Develop?
Demo: mmoasteroids
Firebase Dashboard Database. Security. Analytics. Debugging. Deployment.
Setup // Firebase connection Stuff var firebaseRef = new Firebase("https://mmoasteroids.firebaseio.com");
var firebaseRefGame = firebaseRef.child('game');
Start up the user’s ship // Add player's ship to
Firebase var myship = firebaseRefGame.child('players').push(); // Schedule player removal on disconnect at the backend myship.onDisconnect().remove();
// Write new ship location to Firebase on any update
myship.set({ ship: { acc: this.acc, vel: this.vel, x: this.x, y: this.y, rot: this.rot, accb: KEY_STATUS.up }, user: currentUser }); Write our ship to firebase on updates
// Sync new enemy ships from Firebase to local game
state firebaseRefGame.child('players').on('child_added', function (snapshot) { if (snapshot.key() !== myship.key()) { var enemy = new EnemyShip(); enemy.acc = snapshot.val().ship.acc; enemy.vel = snapshot.val().ship.vel; enemy.x = snapshot.val().ship.x; enemy.y = snapshot.val().ship.y; enemy.rot = snapshot.val().ship.rot; enemy.accb = snapshot.val().ship.accb; enemy.user = snapshot.val().user; enemy.visible = true; enemy.fref = firebaseRefGame.child('players').child(snapshot.key()); }}); We read enemy ships too...
firebaseRefGame.child('players').on('child_removed', function (snapshot) { if (snapshot.key() !== myship.key()) { var
enemy = Game.sprites[snapshot.key()]; enemy.visible = false; delete Game.sprites[snapshot.key()]; Game.explosionAt(snapshot.val().ship.x, snapshot.val().ship.y); } else { Game.ship.collision(null); } }) We handle enemy ship “removal”
bullet.fref = firebaseRefGame.child('bullets').push({ s: myship.key(), x: bullet.x, y: bullet.y, vel:
bullet.vel }); bullet.fref.onDisconnect().remove(); Bullets
// Sync enemy bullets from Firebase to local game state
firebaseRefGame.child('bullets').on('child_added', function (snapshot) { var bullet = snapshot.val(); if (bullet.s !== myship.key()) { var enemybullet = new EnemyBullet(); enemybullet.x = bullet.x; enemybullet.y = bullet.y; enemybullet.vel = bullet.vel; enemybullet.visible = true; enemybullet.fref = firebaseRefGame.child('bullets').child(snapshot.key()); Game.sprites['bullet:' + snapshot.key()] = enemybullet; }}); Enemy bullets
firebaseRefGame.child('bullets').on('child_removed', function (snapshot) { var bullet = snapshot.val(); if (bullet.s
!== myship.key()) { var enemybullet = Game.sprites['bullet:' + snapshot.key()]; if (enemybullet != null) { enemybullet.visible = false; } delete Game.sprites['bullet:' + snapshot.key()]; } }); Enemy bullet removal
Conclusions
Mobile Is Important!
Traditionally Complex!
None
None
https://firebase.com
Thank you! This work is licensed under a Creative Commons
Attribution 2.0 Generic License.