Mobile Developer's Guide to the Galaxy
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June 7, 2010 ANALYSIS of the FTC's DECISION NOT to BLOCK
June 7, 2010 ANALYSIS OF THE FTC’S DECISION NOT TO BLOCK GOOGLE’S ACQUISITION OF ADMOB Randy Stutz and Richard Brunell* Introduction On May 21, 2010, after months of investigation, the Federal Trade Commission (FTC) announced that it would not challenge Google’s $750 million acquisition of AdMob, a mobile advertising network and mobile ad solutions and services provider.1 In this white paper, we present AAI’s analysis of the FTC’s decision. The FTC found that, but for recent developments concerning Apple, the acquisition “appeared likely to lead to a substantial lessening of competition in violation of Section 7 of the Clayton Act.” According to the FTC, Google and AdMob “currently are the two leading mobile advertising networks, and the Commission was concerned about the loss of head-to-head competition between them.” The companies “generate the most revenue among mobile advertising networks, and both companies are particularly strong in … performance ad networks,” i.e. those networks that sell advertising by auction on a “per click” or other direct response basis. Without necessarily defining a relevant market, the Commission apparently saw a likelihood of unilateral anticompetitive effects, as it found “each of the merging parties viewed the other as its primary competitor, and that each firm made business decisions in direct response to this perceived competitive threat.” Yet, Apple’s acquisition of the third largest mobile ad network, Quattro Wireless, in December 2009, and its introduction of its own mobile advertising network, iAd, as part of its iPhone applications package, convinced the FTC that the anticompetitive effects of the acquisition “should [be] mitigate[d].” The Commission “ha[d] reason to believe that Apple * Randy Stutz is a Research Fellow and Richard Brunell is the Director of Legal Advocacy of the American Antitrust Institute (AAI), a non-profit research and advocacy organization devoted to advancing the role of competition in the economy, protecting consumers, and sustaining the vitality of the antitrust laws. -
Product ID Product Type Product Description Notes Price (USD) Weight (KG) SKU 10534 Mobile-Phone Apple Iphone 4S 8GB White 226.8
Rm A1,10/F, Shun Luen Factory Building, 86 Tokwawan Road, Hong Kong TEL: +852 2325 1867 FAX: +852 23251689 Website: http://www.ac-electronic.com/ For products not in our pricelist, please contact our sales. 29/8/2015 Product Price Weight Product Type Product Description Notes SKU ID (USD) (KG) 10534 mobile-phone Apple iPhone 4S 8GB White 226.8 0.5 40599 10491 mobile-phone Apple iPhone 5s 16GB Black Slate 486.4 0.5 40557 10497 mobile-phone Apple iPhone 5s 16GB Gold 495.6 0.5 40563 10494 mobile-phone Apple iPhone 5s 16GB White Silver 487.7 0.5 40560 10498 mobile-phone Apple iPhone 5s 32GB Gold 536.3 0.5 40564 11941 mobile-phone Apple iPhone 6 128GB Gold 784.1 0.5 41970 11939 mobile-phone Apple iPhone 6 16GB Gold 622.8 0.5 41968 11936 mobile-phone Apple iPhone 6 16GB Silver 633.3 0.5 41965 11942 mobile-phone Apple iPhone 6 16GB Space Grey 618.9 0.5 41971 11940 mobile-phone Apple iPhone 6 64GB Gold 705.4 0.5 41969 11937 mobile-phone Apple iPhone 6 64GB Silver 706.7 0.5 41966 11943 mobile-phone Apple iPhone 6 64GB Space Grey 708 0.5 41972 11963 mobile-phone Apple iPhone 6 Plus 128GB Silver 917.9 1 41991 11955 mobile-phone Apple iPhone 6 Plus 16GB Gold 755.3 1 41983 11961 mobile-phone Apple iPhone 6 Plus 16GB Silver 731.6 1 41989 11958 mobile-phone Apple iPhone 6 Plus 16GB Space Grey 735.6 1 41986 11956 mobile-phone Apple iPhone 6 Plus 64GB Gold 843.1 1 41984 11962 mobile-phone Apple iPhone 6 Plus 64GB Silver 841.8 1 41990 11959 mobile-phone Apple iPhone 6 Plus 64GB Space Grey 840.5 1 41987 12733 mobile-phone ASUS ZenFone 2 ZE550ML Dual SIM -
July 23, 2020 the Honorable William P. Barr Attorney General United
July 23, 2020 The Honorable William P. Barr Attorney General United States Department of Justice 950 Pennsylvania Avenue, NW Washington, DC 20530 Dear Attorney General Barr: We write to raise serious concerns regarding Google LLC’s (Google) proposed acquisition of Fitbit, Inc. (Fitbit).1 We are aware that the Antitrust Division of the Department of Justice is investigating this transaction and has issued a Second Request to gather additional information about the acquisition’s potential effects on competition.2 Amid reports that Google is offering modest, short-term concessions to overseas enforcers to avoid a full-scale investigation of the transaction in Europe,3 we write to urge the Division to continue with its efforts to conduct a thorough and comprehensive review of this proposed merger and to take any and all enforcement action warranted by the law and the evidence. It is no exaggeration to say that Google is under intense antitrust scrutiny across the globe. As you know, the company has been under investigation for potential anticompetitive conduct across a number of product markets by the Department and numerous state attorneys general, as well as by a number of foreign competition enforcers, some of which are also reviewing the proposed Fitbit acquisition. Competition concerns about Google are widespread and bipartisan. Against this backdrop, in November 2019, Google announced its proposed acquisition of Fitbit for $2.1 billion, a staggering 71 percent premium over Fitbit’s pre-announcement stock price.4 Fitbit—which makes wearable technology devices, such as smartwatches and fitness trackers— has more than 28 million active users submitting sensitive location and health data to the company. -
Tasosuunnittelu Source Engine -Pelimoottorilla
Tasosuunnittelu Source Engine -pelimoottorilla Viestintä 3D-visualisointi Opinnäytetyö 31.5.2009 Arttu Mäki Kulttuurialat Koulutusohjelma Suuntautumisvaihtoehto Viestintä 3D-visualisointi Tekijä Arttu Mäki Työn nimi Tasosuunnittelu Source Engine -pelimoottorilla Työn ohjaaja/ohjaajat Kristian Simolin Työn laji Aika Numeroidut sivut + liitteiden sivut Opinnäytetyö 31.5.2009 31 TIIVISTELMÄ Opinnäytetyön tutkimuksen kohteena selvitettiin ja ratkaistiin yleisiä ongelmia ja haasteita liittyen Valve Softwaren kehittämään, Source Engine –pelimoottorilla toimivaan tasosuunnit- teluohjelmaan ja sen käyttöön. Työ käy läpi tärkeimmät suunnitteluun liittyvät työtavat geometrian rakentamisesta valaistuksen määrittämiseen. Työnä esitellään Valve Softwarelle 2008 keväällä myyty projekti ”Fastlane”, josta tuli yksi virallisista kartoista Team Fortress 2 – moninpeliin. Tasosuunnittelulla tarkoitetaan kentän rakentamista alkuperäisten suunnitelmien perusteella aina toimivaksi pelikentäksi asti. Kenttään rakennetaan pelimekaaniset elementit, valaistus, mallit ja äänet. Opinnäytetyössä on tarkasteltu pelisuunnittelun historiaa, yritysten taustaa, sekä käyty läpi käytettävän ohjelmiston työkalut ja toiminnot. Työssä on käytetty apuna laajaa valikoimaa eri lähdemateriaaleja koskien taso- ja pelisuun- nittelua ja käyty läpi tapauskohtaisesti se, miten voitaisiin selvitä prosessista mahdollisim- man tehokkaasti hyödyntäen Valve Softwaren tarjoamia monipuolisia työkaluja. Teos/Esitys/Produktio Säilytyspaikka Metropolia Ammattikorkeakoulu Avainsanat tasosuunnittelu, -
State of the Enterprise Tablet Market
A SUPPLEMENT TO MOBILE ENTERPRISE MAGAZINE • Impact of BYoD State of the Enterprise on TaBlets • acceptance Tablet Market In the EnterprIse The New Age of True Mobile Computing • OS TrenDs The major technology trends of cloud computing and tablets are intersecting to upset the balance of legacy computing environments. RESEARCH PaRTNER SPONSORED BY STATE OF THE ENTERPRISE TABLET MARKET TABLE OF State of the Enterprise Tablet Market CONTENTS IN ADDITIon to ‘BYOT’— 1 IN 5 COMPANIES ISSUING TABLETS TO EMPLOYEES BY CHRIS HAZELTON, RESEARCH DIRECTOR MOBILE & WIRELESS, 451 RESEARCH T3 Impact of BYOD on Tablets The enterprise is experiencing Data is sourced from two recent sur- massive changes as the major veys. The first is from ChangeWave Re- T5 Corporate Demand technology trends of cloud search, a service of 451 Research, lever- for Tablets computing and tablets are inter- aging 25,000 highly qualified business, secting to upset the balance of legacy technology and medical professionals T5 Acceptance computing environments. The tablet is who are in a variety of roles in a broad in the Enterprise the perfect window into cloud services – cross section of vertical markets such as shifting computing from a single device software, telecom, healthcare, energy, T6 Use of Tablets to multiple devices based on user choice hardware, manufacturing and retail. by Role and need, with storage and processing The second source is from 451 Re- of data moving to the cloud. The cloud search’s "2012 Enterprise Mobility Sur- T8 Operating Systems enables device-independent computing, vey," which was done in partnership Trends with access to content from anywhere, with Mobile Enterprise. -
Comparison of GUI Testing Tools for Android Applications
Comparison of GUI testing tools for Android applications University of Oulu Department of Information Processing Science Master’s Thesis Tomi Lämsä Date 22.5.2017 2 Abstract Test automation is an intriguing area of software engineering, especially in Android development. This is since Android applications must be able to run in many different permutations of operating system versions and hardware choices. Comparison of different tools for automated UI testing of Android applications is done in this thesis. In a literature review several different tools available and their popularity is researched and the structure of the most popular tools is looked at. The two tools identified to be the most popular are Appium and Espresso. In an empirical study the two tools along with Robotium, UiAutomator and Tau are compared against each other in test execution speed, maintainability of the test code, reliability of the test tools and in general issues. An empirical study was carried out by selecting three Android applications for which an identical suite of tests was developed with each tool. The test suites were then run and the execution speed and reliability was analysed based on these results. The test code written is also analysed for maintainability by calculating the lines of code and the number of method calls needed to handle asynchrony related to UI updates. The issues faced by the test developer with the different tools are also analysed. This thesis aims to help industry users of these kinds of applications in two ways. First, it could be used as a source on what tools are over all available for UI testing of Android applications. -
A Resource Guide for Transitioning Your Class Online
A Resource Guide for Transitioning Your Class Online SPECIAL REPORT MAGNA PUBLICATIONS CONTENTS Education Initiatives: A Mashup of Emergency A Checklist for Moving Your Resources and Other Great Course Online 03 Tips 13 How Teaching Online Can Eight Steps for a Smoother Improve Your Face-to-Face Transition to Online Teaching 05 15 Classes Five Ways to Foster Seven Ways to Facilitate Creativity in Your Online Effective Online Discussions 07 Classroom 19 Online Discussions: Would Simple Animation for Your Changing the Environment Courses 09 23 Help? What Do Students Really Want from Online Instruc- 11 tors? Education Initiatives: A Mashup of Emergency Resources and Other Great Tips Faculty Focus n response to COVID-19, we’ve seen in- links to educational resources from all over the structors and universities from around the world. Iworld come together to compile numer- ous resources and lists. Although we’ve only 4. Mandy Berry: A Facebook Post on skimmed the surface, we believe the following Remote Teaching links provide insight on different perspectives A public Facebook post from Amanda Berry, that institutions and staff are currently go- an assistant professor of literature at American ing through. From transitioning to an online University. course to fostering a productive conversation with your students, these resources shed light 5. Resources for Disruptions on education initiatives we hope you find use- A list of resources compiled by Ollie Dreon ful during this time of uncertainty. on his blog pertaining to transitioning to online teaching and coping with education initiatives 1. Remote Teaching Strategies— during this time of disruption. -
Sailfish OS Interview Questions and Answers Guide
Sailfish OS Interview Questions And Answers Guide. Global Guideline. https://www.globalguideline.com/ Sailfish OS Interview Questions And Answers Global Guideline . COM Sailfish OS Job Interview Preparation Guide. Question # 1 Tell us what you know about Sailfish OS? Answer:- Sailfish is a Linux-based mobile operating system developed by Jolla in cooperation with the Mer project and supported by the Sailfish Alliance. It is to be used in upcoming smartphones by Jolla and other licencees. Although it is primarily targeted at mobile phones, it is also intended to support other categories of devices. Read More Answers. Question # 2 Explain Sailfish OS Components? Answer:- Jolla has revealed its plans to use the following technologies in Sailfish OS: The Mer software distribution core A custom built user interface HTML5 QML and Qt Read More Answers. Question # 3 Do you know about Sailfish OS software availability? Answer:- Sailfish will be able to run most applications that were originally developed for MeeGo and Android, in addition to native Sailfish applications. This will give it a large catalogue of available apps on launch. Considering upon Jolla's declarations that Sailfish OS is be able to use software from following platforms Sailfish (natively created + ported like from Qt, Symbian, MeeGo - developers have reported that porting a Qt written software with Sailfish SDK takes a few hours only) Android applications are directly running in Sailfish OS. They are compatible as they are in third-party Android stores, with no needed modification (in most cases). MeeGo (because of backward compatibility thanks to MeeGo code legacy included in the Mer core) Unix and Linux (as Sailfish is Linux then using such a software is possible, especially RPM packages, either in terminal/console mode or with limitations implying from using Sailfish UI, if not ported and adjusted) HTML5 Read More Answers. -
If Google Is a 'Bad' Monopoly, What Should Be Done?
If Google Is A 'Bad' Monopoly, What Should Be Done? Google Inc. is currently subject to antitrust investigations by state attorneys general in the United States, as well as antitrust authorities in the European Union. Google and its allies have mounted a vigorous public defense, arguing that Google’s activity should be immune from antitrust scrutiny or that imposing a remedy on Google would transform antitrust enforcers into some kind of undesirable “software regulatory agency,” which would threaten innovation in the Internet. These arguments are reminiscent of the claims made 20 years ago that antitrust analysis was too outdated to apply to high-tech industries. That argument was rejected then, and it should be rejected now. Exclusionary conduct by a dominant firm can distort fair competition in high-tech markets, Samuel Miller just as in more traditional markets. Antitrust remedies can, and should, be imposed to make sure that a dominant company does not improperly keep rivals out of its markets or improperly strengthen its dominant position, to the detriment of consumers and innovation. EU Competition Commissioner Joaquin Almunia rejected Google’s original proposals to resolve claims of anti-competitive conduct in July 2013, and is currently considering a revised proposal submitted by Google. So what remedy proposals would make sense? This article will outline potential antitrust remedies that may appropriately be imposed upon Google, assuming antitrust authorities or courts determine that Google has violated the antitrust laws. What Is an Illegal Monopoly? A company violates Section 2 of the Sherman Act when it acquires or maintains or “monopoly power” in a relevant market by “exclusionary” conduct. -
Flash®, Flex®, and Air® Development for Mobile Devices
ffirs.indd ii 12/09/11 7:52 PM BEGINNING FLASH®, FLEX®, AND AIR® DEVELOPMENT FOR MOBILE DEVICES INTRODUCTION . xxi CHAPTER 1 An Introduction to Flash, Flex, and AIR . .1 CHAPTER 2 Getting Started . 35 CHAPTER 3 Building AIR Applications for Android, BlackBerry, and iOS Devices . 67 CHAPTER 4 Touch, Multitouch, and Gestures . .101 CHAPTER 5 Developing for Multiple Screen Sizes . 131 CHAPTER 6 Debugging Applications . .177 CHAPTER 7 Working with the Filesystem . 199 CHAPTER 8 Working with Data . 239 CHAPTER 9 Working with Audio and Video . 289 CHAPTER 10 Utilizing Device Features . 315 INDEX . 359 ffirs.indd i 12/09/11 7:52 PM ffirs.indd ii 12/09/11 7:52 PM BEGINNING Flash®, Flex®, and AIR® Development for Mobile Devices ffirs.indd iii 12/09/11 7:52 PM ffirs.indd iv 12/09/11 7:52 PM BEGINNING Flash®, Flex®, and AIR® Development for Mobile Devices Jermaine G. Anderson John Wiley & Sons, Inc. ffirs.indd v 12/09/11 7:52 PM Beginning Flash®, Flex®, and AIR® Development for Mobile Devices Published by John Wiley & Sons, Inc. 10475 Crosspoint Boulevard Indianapolis, IN 46256 www.wiley.com Copyright © 2012 by John Wiley & Sons, Inc., Indianapolis, Indiana Published simultaneously in Canada ISBN: 978-0-470-94815-6 ISBN: 978-1-118-19334-1 (ebk) ISBN: 978-1-118-19335-8 (ebk) ISBN: 978-1-118-19336-5 (ebk) Manufactured in the United States of America 10 9 8 7 6 5 4 3 2 1 No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. -
Defining the Digital Services Landscape for the Middle East
Defining the Digital Services landscape for the Middle East Defining the Digital Services landscape for the Middle East 1 2 Contents Defining the Digital Services landscape for the Middle East 4 The Digital Services landscape 6 Consumer needs landscape Digital Services landscape Digital ecosystem Digital capital Digital Services Maturity Cycle: Middle East 24 Investing in Digital Services in the Middle East 26 Defining the Digital Services landscape for the Middle East 3 Defining the Digital Services landscape for the Middle East The Middle East is one of the fastest growing emerging markets in the world. As the region becomes more digitally connected, demand for Digital Services and technologies is also becoming more prominent. With the digital economy still in its infancy, it is unclear which global advances in Digital Services and technologies will be adopted by the Middle East and which require local development. In this context, identifying how, where and with whom to work with in this market can be very challenging. In our effort to broaden the discussion, we have prepared this report to define the Digital Services landscape for the Middle East, to help the region’s digital community in understanding and navigating through this complex and ever-changing space. Eng. Ayman Al Bannaw Today, we are witnessing an unprecedented change in the technology, media, and Chairman & CEO telecommunications industries. These changes, driven mainly by consumers, are taking Noortel place at a pace that is causing confusion, disruption and forcing convergence. This has created massive opportunities for Digital Services in the region, which has in turn led to certain industry players entering the space in an incoherent manner, for fear of losing their market share or missing the opportunities at hand. -
Game Development for Computer Science Education
Game Development for Computer Science Education Chris Johnson Monica McGill Durell Bouchard University of Wisconsin, Eau Bradley University Roanoke College Claire [email protected] [email protected] [email protected] Michael K. Bradshaw Víctor A. Bucheli Laurence D. Merkle Centre College Universidad del Valle Air Force Institute of michael.bradshaw@ victor.bucheli@ Technology centre.edu correounivalle.edu.co laurence.merkle@afit.edu Michael James Scott Z Sweedyk J. Ángel Falmouth University Harvey Mudd College Velázquez-Iturbide [email protected] [email protected] Universidad Rey Juan Carlos [email protected] Zhiping Xiao Ming Zhang University of California at Peking University Berkeley [email protected] [email protected] ABSTRACT cation, including where and how they fit into CS education. Games can be a valuable tool for enriching computer science To guide our discussions and analysis, we began with the education, since they can facilitate a number of conditions following question: in what ways can games be a valuable that promote learning: student motivation, active learning, tool for enriching computer science education? adaptivity, collaboration, and simulation. Additionally, they In our work performed prior to our first face-to-face meet- provide the instructor the ability to collect learning metrics ing, we reviewed over 120 games designed to teach comput- with relative ease. As part of 21st Annual Conference on ing concepts (which is available for separate download [5]) Innovation and Technology in Computer Science Education and reviewed several dozen papers related to game-based (ITiCSE 2016), the Game Development for Computer Sci- learning (GBL) for computing. Hainey [57] found that there ence Education working group convened to examine the cur- is \a dearth of empirical evidence in the fields of computer rent role games play in computer science (CS) education, in- science, software engineering and information systems to cluding where and how they fit into CS education.