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The Jungle Through Javascript Frameworks
The jungle through Javascript frameworks. Jonatan Karlsson Henrik Ölund Web Programming Web Programming 2013, BTH, Blekinge institute of 2013, BTH, Blekinge institute of technology technology Advanced topic in Web development, PA1426 Advanced topic in Web development, PA1426 HT15 HT15 Karlskrona, Sweden Karlskrona, Sweden [email protected] [email protected] PA1426 Revision C, Advanced topic in Web development 2015-11-05 Abstract In this article we have planned to dive into Javascripts world where new framework comes out “every day”. We will take the reader into a world where nothing are for granted and everything is a non-standard. In the current situation, there is a [3] tremendous amount of Javascript frameworks and that makes it difficult for a layman to choose the right framework, for the right task and this is something we will try figure out and explain to the reader. Keywords: Javascript, Framework, MV*, Client-side, React, Mithril, Backbone.js, Ember.js 1 PA1426 Revision C, Advanced topic in Web development 2015-11-05 Abstract 1. Introduction 1.1 Background 1.2 Intention 1.3 Method First part Does the framework follow the MV*-pattern? Is the framework popular on google? Have the framework risen in popularity since 2013? Does the framework have any corporation that backs them? Second part 2. Result 2.1 Which frameworks did we select? 2.2 Not included 2.3 React What philosophies have pushed this framework forward? What kind of problem does this framework solve? Which famous products has been created with this framework? -
Enough Documentation Release 2.1.22
Enough Documentation Release 2.1.22 Enough Community Sep 11, 2021 Infrastructure guide 1 Introduction 3 1.1 Requirements...............................................3 1.2 Quick start................................................4 2 Using Enough 5 2.1 Knowledge................................................5 2.2 Using the cloud or physical machines..................................5 2.3 Installation of the Enough CLI......................................5 2.4 Upgrade.................................................6 2.5 OpenStack Enough instance.......................................6 2.6 libvirt Enough instance..........................................7 2.7 Connecting libvirt and OpenStack Enough instances..........................8 2.8 Create or update a service........................................9 2.9 Restore a service............................................. 10 2.10 OpenStack infrastructure services and access.............................. 10 2.11 Certificates................................................ 11 2.12 OpenStack Attached volumes...................................... 12 2.13 Background tasks............................................. 13 2.14 Access.................................................. 13 2.15 OpenStack backups........................................... 13 2.16 Low level commands........................................... 15 3 Services 17 3.1 Nextcloud................................................ 17 3.2 Forum.................................................. 17 3.3 Mattermost............................................... -
Linking Platforms, Practices, and Developer Ethics: Levers for Privacy Discourse in Mobile Application Development
J Bus Ethics DOI 10.1007/s10551-017-3504-8 ORIGINAL PAPER Linking Platforms, Practices, and Developer Ethics: Levers for Privacy Discourse in Mobile Application Development 1 2 Katie Shilton • Daniel Greene Received: 10 August 2016 / Accepted: 7 March 2017 Ó The Author(s) 2017. This article is an open access publication Abstract Privacy is a critical challenge for corporate managers who wish to promote ethical practices in mobile social responsibility in the mobile device ecosystem. development. Mobile application firms can collect granular and largely unregulated data about their consumers, and must make Keywords Corporate social responsibility Á Occupational ethical decisions about how and whether to collect, store, ethics Á Privacy Á Qualitative analysis Á Technology ethics and share these data. This paper conducts a discourse analysis of mobile application developer forums to dis- cover when and how privacy conversations, as a repre- Introduction: Investigating Work Dynamics sentative of larger ethical debates, arise during that Impact Privacy Reflection development. It finds that online forums can be useful spaces for ethical deliberations, as developers use these Mobile technologies enable new forms of access to infor- spaces to define, discuss, and justify their values. It also mation and communication. But even as the capabilities of discovers that ethical discussions in mobile development mobile technologies advance, many fail to reflect and are prompted by work practices which vary considerably support the values of their users. Studies demonstrate a between iOS and Android, today’s two major mobile striking discord between user values such as privacy and platforms. For educators, regulators, and managers inter- implementation of these values in mobile technologies ested in encouraging more ethical discussion and deliber- (Martin and Shilton 2015). -
The Story of Cluedo & Clue a “Contemporary” Game for Over 60 Years
The story of Cluedo & Clue A “Contemporary” Game for over 60 Years by Bruce Whitehill The Metro, a free London newspaper, regularly carried a puzzle column called “Enigma.” In 2005, they ran this “What-game-am-I?” riddle: Here’s a game that’s lots of fun, Involving rope, a pipe, a gun, A spanner, knife and candlestick. Accuse a friend and make it stick. The answer was the name of a game that, considering the puzzle’s inclusion in a well- known newspaper, was still very much a part of British popular culture after more than 50 years: “Cluedo,” first published in 1949 in the UK. The game was also published under license to Parker Brothers in the United States the same year, 1949. There it is was known as: Clue What’s in a name? • Cluedo = Clue + Ludo" Ludo is a classic British game -- " a simplified Game of India • Ludo is not played in the U.S. " Instead, Americans play Parcheesi." But “Cluecheesi” doesn’t quite work." So we just stuck with “Clue” I grew up (in New York) playing Clue, and like most other Americans, considered it to be one of America’s classic games. Only decades later did I learn its origin was across the ocean, in Great Britain. Let me take you back to England, 1944. With the Blitz -- the bombing -- and the country emersed in a world war, the people were subject to many hardships, including blackouts and rationing. A forty-one-year-old factory worker in Birmingham was disheartened because the blackouts and the crimp on social activities in England meant he was unable to play his favorite parlor game, called “Murder.” “Murder” was a live-action party game where guests tried to uncover the person in the room who had been secretly assigned the role of murderer. -
Gradual Write-Barrier Insertion Into a Ruby Interpreter
Gradual Write-Barrier Insertion into a Ruby Interpreter Koichi Sasada Cookpad Inc. Japan [email protected] Abstract older generation objects (old objects) to younger generation Ruby is a popular object-oriented programming language, objects (young objects) [2, 6]. If we forget to insert even one and the performance of the Ruby garbage collector (GC) di- WB, the young objects may be wrongly collected. Of course, rectly affects the execution time of Ruby programs. Ruby2.0 this would be a critical GC bug. and earlier versions employed an inefficient non-generational If you need to implement a generational GC on an inter- conservative mark-and-sweep GC. To improve this and make preter which does not have WBs yet, how can you implement it a generational collector, it is necessary to introduce write it? One straightforward approach is to completely introduce barriers (WBs), but this requires huge modification to exist- all WBs at once. However, if you cannot modify parts of the ing source code, including third-party C-extensions. To avoid source code writing to objects (e.g., in C-extensions), it is the need for adding WBs around legacy code, we invented a not possible to add all required WBs. new concept called “WB-unprotected objects”, which indi- This was the case for the Ruby interpreter in 2013 and cates to the GC to treat such objects more conservatively. By before. leveraging this design, we were able to improve the perfor- The Ruby object-oriented programming language [4] is mance of Ruby 2.1 with a generational GC and of Ruby 2.2 used worldwide, especially for web application development with an incremental GC while preserving compatibility with with the Ruby on Rails framework [11]. -
Practicalizing Delay-Tolerant Mobile Apps with Cedos
Practicalizing Delay-Tolerant Mobile Apps with Cedos YoungGyoun Moon, Donghwi Kim, Younghwan Go, Yeongjin Kim, Yung Yi, Song Chong, and KyoungSoo Park Department of Electrical Engineering, KAIST Daejeon, Republic of Korea {ygmoon, dhkim, yhwan}@ndsl.kaist.edu, [email protected], {yiyung, songchong}@kaist.edu, [email protected] ABSTRACT 1. INTRODUCTION Delay-tolerant Wi-Fi offloading is known to improve overall mo- Wi-Fi has become the most popular secondary network interface bile network bandwidth at low delay and low cost. Yet, in reality, for high-speed mobile Internet access on mobile devices. Many we rarely find mobile apps that fully support opportunistic Wi-Fi mobile apps support the “Wi-Fi only” mode that allows the users to access. This is mainly because it is still challenging to develop shun expensive cellular communication while enjoying high band- delay-tolerant mobile apps due to the complexity of handling net- width and low delay. In addition, cellular ISPs are actively de- work disruptions and delays. ploying Wi-Fi access points (APs) to further increase the mobile In this work, we present Cedos, a practical delay-tolerant mobile Internet access coverage [1, 2, 3]. network access architecture in which one can easily build a mo- However, current Wi-Fi usage is often statically bound to the lo- bile app. Cedos consists of three components. First, it provides a cation of mobile devices. While this “on-the-spot” Wi-Fi offloading familiar socket API whose semantics conforms to TCP while the is still effective, recent studies suggest that one can further extend underlying protocol, D2TP, transparently handles network disrup- the benefit of Wi-Fi access if we allow delay tolerance between net- tions and delays in mobility. -
Taxonomy of Cross-Platform Mobile Applications Development Approaches
Ain Shams Engineering Journal (2015) xxx, xxx–xxx Ain Shams University Ain Shams Engineering Journal www.elsevier.com/locate/asej www.sciencedirect.com ELECTRICAL ENGINEERING Taxonomy of Cross-Platform Mobile Applications Development Approaches Wafaa S. El-Kassas *, Bassem A. Abdullah, Ahmed H. Yousef, Ayman M. Wahba Department of Computer and Systems Engineering, Faculty of Engineering, Ain Shams University, Egypt Received 13 September 2014; revised 30 May 2015; accepted 3 August 2015 KEYWORDS Abstract The developers use the cross-platform mobile development solutions to develop the Cross-platform mobile mobile application once and run it on many platforms. Many of these cross-platform solutions development; are still under research and development. Also, these solutions are based on different approaches Interpretation approach; such as Cross-Compilation approach, Virtual Machine approach, and Web-Based approach. There Cloud computing; are many survey papers about the cross-platform mobile development solutions but they do not Compilation approach; include the most recent approaches, including Component-Based approach, Cloud-Based Component-Based approach, and Merged approach. The main aim of this paper is helping the researchers to know approach; the most recent approaches and the open research issues. This paper surveys the existing cross- Model-Driven Engineering platform mobile development approaches and attempts to provide a global view: it thoroughly introduces a comprehensive categorization to the cross-platform approaches, defines the pros and cons of each approach, explains sample solutions per approach, compares the cross-platform mobile development solutions, and ends with the open research areas. Ó 2015 Faculty of Engineering, Ain Shams University. Production and hosting by Elsevier B.V. -
Information-Driven Search Strategies in the Board Game of Clue 609
This article has been accepted for inclusion in a future issue of this journal. Content is final as presented, with the exception of pagination. IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS—PART B: CYBERNETICS, VOL. 39, NO. 3, JUNE 2009 607 Information-Driven Search Strategies in the Board Game of CLUE Silvia Ferrari, Senior Member, IEEE, and Chenghui Cai, Member, IEEE Abstract—This paper presents an information-driven sensor room in the mansion. Therefore, a game strategy must plan management problem, referred to as treasure hunt, which is rele- the suggestions’ sequence and enabling pawn motions based vant to mobile-sensor applications such as mine hunting, monitor- on the evidence that becomes available over time. By viewing ing, and surveillance. The objective is to infer a hidden variable or treasure by selecting a sequence of measurements associated the suggestions as measurements and the rooms as targets, an with multiple fixed targets distributed in the sensor workspace. approach is developed for computing optimal strategies from an The workspace is represented by a connectivity graph, where each influence diagram (ID) representation of the game. node represents a possible sensor deployment, and the arcs repre- As shown in [1] and [3], the treasure hunt is a basic sent possible sensor movements. An additive conditional entropy information-driven sensor management problem that is relevant reduction function is presented to efficiently compute the expected benefit of a measurement sequence over time. Then, the optimal to several mobile-sensor applications, such as robotic mine treasure hunt strategy is determined by a novel label-correcting hunting [4], cleaning [5], and monitoring of urban environments algorithm operating on the connectivity graph. -
Cluedoku: Generating and Solving Clue Logic Puzzles
Cluedoku: Generating and Solving Clue Logic Puzzles Todd Neller Monica Ranadive (‘07) History of Clue Invented by Anthony E. Pratt in 1944 Originally “Cluedo” = clue + Ludo (Latin for “I play”, Europe’s Pachisi) Cluedo production delayed to 1948 by post-war shortages Most popular deductive game Clue Game Play Goal: Deduce correct murder suspect, weapon, and room 21 cards: 6 suspects, 6 weapons, 9 rooms One card of each type selected randomly, placed unseen in case file Remaining 18 cards dealt to players (sometimes unevenly) Players assume suspect identities (irrelevant to play) Making Suggestions A player suggests a suspect, weapon, and room. Suggestion put to opponents clockwise until it is disproved by an opponent or all cannot. An opponent that can disprove, must privately reveal a card to the suggester. The suggester may suggest a card the suggester holds. Making Accusations Each player may declare one accusation in the game, checking the case file for correctness. Correct: player wins Incorrect: player loses and continues to disprove suggestions. Child’s Game? I think not! Example: There are six players. Prof. Plum showed you the wrench card. Plum also disproved these suggestions: Miss Scarlet, pipe, kitchen Mrs. Peacock, rope, billiard room Mr. Green, pipe, study What card must Prof. Plum also hold? Creating a ClueReasoner Research expanding on an Artificial Intelligence (AI) assignment How the computer solves deductive logic (search – trial and error) Simulating a Game Boardless Clue Players make suggestions in turn until a player -
Mixed Logical and Probabilistic Reasoning in the Game of Clue
406 ICGA Journal 40 (2018) 406–416 DOI 10.3233/ICG-180063 IOS Press Mixed logical and probabilistic reasoning in the game of Clue Todd W. Neller ∗ and Ziqian Luo Department of Computer Science, Gettysburg College, PA, USA Abstract. We describe a means of mixed logical and probabilistic reasoning with knowledge in the popular game Clue. Using pseudo-Boolean constraints we call at-least constraints, we more efficiently represent cardinality constraints on Clue card deal knowledge, perform more general constraint satisfaction in order to determine places where cards provably are or are not, and then employ a WalkSAT-based solution sampling algorithm with a tabu search metaheuristic in order to estimate the probabilities of unknown card places. Finding a tradeoff between WalkSAT-heuristic efficiency in finding solution samples and the sampling bias such a heuristic introduces, we empirically study algorithmic variations in order to learn how such sampling error may be reduced. Keywords: Clue, Cluedo, at-least constraints, cardinality constraints, extended clauses, sampling, logical reasoning, probabilistic reasoning, WalkSAT, tabu search 1. INTRODUCTION Clue®1 is a mystery-themed game of deduction (Fig. 1). The goal of the game is to be the first player to correctly name the contents of a case file: the murder suspect, the weapon used, and the room the murder took place in. There are 6 possible suspects, 6 possible weapons, and 9 possible rooms, each of which are pictured on a card. One card of each type is chosen randomly and placed in a “case file” envelope without being revealed to any player. All other cards are dealt out face-down to the players. -
Clue Book Table of Contents
CH11now SORCERER ~~MATED FANTASY ADVENTURE CLUE BOOK TABLE OF CONTENTS INTRODUCTION .......................................................................... 1 CREDITS Winning and Losing ............................................................... 1 Author Getting Help ......................................................................... 1 Jeff (iroteboer TRAVELLING THE WILDERNESS ................... ................................ 2 Developer The Wilderness Map ... .. ... .... .................. : ........ ....................... 2 Jeff (jroteboer Scanning the Wilderness ....................................................... 2 Editor The Passage of Time ............................................................. 3 Eileen Matsumi USING THE TACTICAL DISPLAY .................................................... 4 Art, Ciraphic Design and Desktop Publishing Encounters ............. ....... ..................................... , ................. 4 LOVIS SAEKOW DESIQN: DAVID BOVDREAV, CHRIS MISHAK Combat ................................................................................ 5 Pre-press Production Tips for Exploring Dungeons ........... ...................................... 7 LOVIS SAEKOW DESIQN: KIRK NICHOLS, RAY (iARCIA &JEV ROTHE SPECIFIC ENCOUNTERS .............................................................. 9 Printing List of Encounters ................................................................. 9 American Lithographers, Inc. Encounter Descriptions ...................................................... -
Using Your Android Phone (Adapted From
Using your Android Phone (adapted from http://www.gcflearnfree.org/androidbasics) Not only are there different phones and tablets to choose from, but there are also different versions of the Android operating system. This can affect everything from the layout of your screen to the availability of certain features. Table of Contents: Home Screen ........................................................................................................................................... p. 3 Basic Apps & Gestures ........................................................................................................................ p. 4 Settings ...................................................................................................................................................... p. 5 Internet/ Wi-fi ........................................................................................................................................ p. 6 Apps: finding, installing, uninstalling, moving ......................................................................... p. 7 Phone calls............................................................................................................................................. p. 11 Texting .................................................................................................................................................... p. 12 Keyboard tips ......................................................................................................................................