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Android Firefox Remove Recommendations by Pocket
Android Firefox Remove Recommendations By Pocket Ramiform Win usually overate some deoxyribose or hepatising divergently. Biannual Mikel pulp nor'-west or conglobating suppositionally when Percy is unofficial. Is Washington always stenotropic and dimensional when mantle some ventilation very seventhly and reflectively? Google Mail Checker is extension for chrome to know the status of the number of unread messages in Google Mail inbox. If you choose to upgrade, Pocket will create a permanent copy of everything in your library. University of North Carolina shuts down athletic programs through Thursday. This is particularly surprising since it was Firefox that made browser extensions mainstream. Not all VPNs have an extension for Firefox though, and some of them work differently. When I launched App Center, it just brought up a small Live Update screen, then listed a BIOS update, so I clicked that, it installed, and restarted. When you open a new tab, Pocket recommends a list of articles based on the most popular items saved that day. The next command should remove two directories. While the Safari browser does come standard on all Apple devices able to connect to the internet, an update might be needed every once in awhile. Instead, it basically learns as you use it. When it easy and remove firefox recommendations by pocket considers to emulate various changes. Then, click Save to save your changes. And the respect is just as prevalent as the accolades and ability. Change the mode from Novice to Advanced. Vysor puts your Android on your desktop. It can download and organize files, torrents and video in fast mode. -
Smashing Ebook
IMPRINT Imprint © 2014 Smashing Magazine GmbH, Freiburg, Germany ISBN (PDF): 978-3-94454087-0 Cover Design: Veerle Pieters eBook Strategy and Editing: Vitaly Friedman Technical Editing: Cosima Mielke Planning and Quality Control: Vitaly Friedman, Iris Lješnjanin Tools: Elja Friedman Syntax Highlighting: Prism by Lea Verou Idea & Concept: Smashing Magazine GmbH 2 About This Book Slow loading times break the user experience of any web- site—no matter how well crafted it might be. In fact, it only takes three seconds until users lose their interest in a site if they don’t get a response immediately. If another site happens to be 250ms faster than yours, then users are more inclined to switch to a competitor’s website in no time. Web fonts, heavy JavaScript, third-party widgets — all of them can sum up to become a real performance bot- tleneck. Nevertheless, tracking that down does not only improve loading times but also results in a much snappi- er experience and a higher user engagement. In this eBook, we’ve compiled an entire selection of front-end and server-side techniques that will help you tackle such bottlenecks. Find out how to speed up exist- ing websites, build high-performance sites (for both mo- bile and desktop), and prepare them for heavy-load situa- tions. Furthermore, you’ll learn more about how perfor- mance improvements and a 97–99 Google PageSpeed score were achieved on Smashing Magazine, as well as how optimization strategies can enhance real-life projects by taking a closer look at Pinterest’s paint performance case study. -
Mobile Gaming Victor Bahl 8.13.2012 Internet & Devices Growth (Obligatory Slide)
mobile gaming Victor Bahl 8.13.2012 internet & devices growth (obligatory slide) Apps are ~$10 Billion market, growing at ~100% per year Fun Fact: Getting to 1 M users: AOL: 9 years; Facebook: 9 months; “Draw Something”: 9 days Mobility & Networking, Microsoft Research bandwidth demand! 1 ~ 10 billion mobile devices in 2016 10B (1.4 devices / human) 6B 6 2007 2011 2007 2011 2016 2011-2016 ~ 18X growth in mobile data traffic2 (~ 10 exabytes / month) Source: (1) GSMA; (2) Cisco Visual Networking Index: Global Mobile Data Traffic Forecast Update, 2011–2016 Mobility & Networking, Microsoft Research gaming today Source: Strategy Analytics - Apptrax4 Mobility & Networking, Microsoft Research …but you already knew that Some things I heard today: . how game analytics was used to increase dwell time . how in-the-wild user behavior may be modeled (& used) . The challenges in getting to MMOG games . wireless peer-to-peer games . power management by making use of saliency All great stuff, let me say a few words about some things I didn’t hear ….. Mobility & Networking, Microsoft Research services behind the games Fun fact: in 2011 ~$12 billion was spent on social/mobile games in 2015 revenue is projected to be ~24 billion (19% CGR) Apps that connect to backends receive higher rankings and more downloads because they are likely dynamic with more fresh content and are more social and contextual - Kinvey Inc., 2012 Xbox LIVE 30% growth year over year 40+ Million Users 2.1 billion hours played per month 35 Countries 176,802,201,383 Gamer Points scored -
Firefox Android Reader Mode
Firefox android reader mode Continue Image: Firefox Development Firefox Preview, Firefox's restored Android app, is moving smoothly together, and this week one of its best features received a substantial update. Mozilla added browser extension support to Firefox Preview back in February, but you can only install one addition: uBlock Origin. Mozilla's latest test builds for Firefox Preview have added five more add- ons to the mobile browser that can be installed from the app settings, and they're all stunning: Screenshot: Brendan HesseDark Reader - automatically includes a dark mode for (most) websites, even if the page usually doesn't have one. HTTPS Everywhere - Adds HTTPS encryption to websites whenever possible. NoScript - Warns you about potentially dangerous web-page scripts and lets you decide whether they will be running or not. Privacy Badger - Blocks internet trackers hidden on the sites you visit. Image Search - Allows you to select and reverse search for images of any images you find while viewing. These new add-ons are available in the latest version of the developer's Firefox Preview. You can try them early by downloading Nightly Build from Google Play. While Night builds are designed for developers and often suffer from stability issues, downloading it so won't re-write any other version of Firefox Preview you've installed. If something doesn't work, you can just delete the browser and swap back for the more stable version of Firefox Preview you used before. New additions should be available in other versions of the app soon anyway. How to install add-onsInstall Firefox Preview Night Assembly from Google Play Store. -
Android Operating System
Software Engineering ISSN: 2229-4007 & ISSN: 2229-4015, Volume 3, Issue 1, 2012, pp.-10-13. Available online at http://www.bioinfo.in/contents.php?id=76 ANDROID OPERATING SYSTEM NIMODIA C. AND DESHMUKH H.R. Babasaheb Naik College of Engineering, Pusad, MS, India. *Corresponding Author: Email- [email protected], [email protected] Received: February 21, 2012; Accepted: March 15, 2012 Abstract- Android is a software stack for mobile devices that includes an operating system, middleware and key applications. Android, an open source mobile device platform based on the Linux operating system. It has application Framework,enhanced graphics, integrated web browser, relational database, media support, LibWebCore web browser, wide variety of connectivity and much more applications. Android relies on Linux version 2.6 for core system services such as security, memory management, process management, network stack, and driver model. Architecture of Android consist of Applications. Linux kernel, libraries, application framework, Android Runtime. All applications are written using the Java programming language. Android mobile phone platform is going to be more secure than Apple’s iPhone or any other device in the long run. Keywords- 3G, Dalvik Virtual Machine, EGPRS, LiMo, Open Handset Alliance, SQLite, WCDMA/HSUPA Citation: Nimodia C. and Deshmukh H.R. (2012) Android Operating System. Software Engineering, ISSN: 2229-4007 & ISSN: 2229-4015, Volume 3, Issue 1, pp.-10-13. Copyright: Copyright©2012 Nimodia C. and Deshmukh H.R. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. -
WURFL and WALL
DDR Workshop WURFL, WALL and the community of mobile developers Luca Passani Solutions Architect [email protected] Device Fragmentation is deeper than Standards Can Reach Same mark-up, Same business logic, same device manufacturer,yet... you need to build two applications © 2006 Openwave Systems Inc. 2 Device Fragmentation is not only about standards Show me a standard that can turn one application into the other automatically (or just theoretically!) and I will be very impressed! © 2006 Openwave Systems Inc. 3 WURFL and WALL © 2006 Openwave Systems Inc. 4 WURFL and WALL (1 of 2) WURFL and WALL address device fragmentation – Free tool for the Developer community – Open Source – http://wurfl.sourceforge.net – http://developer.openwave.com/dvl/tools_and_sdk/wurfl_and_wall / WURFL = Wireless Universal Resource FiLe – Repository of device capabilities maintained by the developer community – Open Source Middleware: Java, PHP, Perl and more – Popular with Content Providers, i.e. Model is validated by a large installed base. – Adopted by some operators too WALL = Wireless Abstraction Library – Builds on top of WURFL – JSP tag-library – HTML-like: produces WML, XHTML-MP and Compact-HTML – Simple to use and deploy. © 2006 Openwave Systems Inc. 5 WURFL and WALL (2 of 2) WURFL Core Team: – Luca Passani: Openwave Consultant. – Andrea Trasatti: Independent Extended Team: – Between 40 and 200 (varying degrees of effort) – Hundreds of enthusiastic users around the world! The Community!!! – 2000+ strong developer mailing list (WMLProgramming on Yahoo groups) – Core Team has high credibility with the developer community. – The result of years of work helping mobile developers. © 2006 Openwave Systems Inc. 6 WURFL and WALL: Under the Hood ( I) • Driving Concept from the beginning of the WURFL project: “Essential device information MUST be publicly available ” • XML File containing device profiles • Comprehensive Device Repository – 7000+ devices (including firmware subversions of the same device) • Device profile is a list of capabilities (AKA attributes) and values. -
Augmented Reality
Augmented Reality: A Review of available Augmented Reality packages and evaluation of their potential use in an educational context November 2010 Stephen Rose Dale Potter Matthew Newcombe Unlocking the Hidden Curriculum University of Exeter Learning and Teaching Innovation Grants (04/08) 2 Contents 1. Augmented Reality Page 4 2. Augmented Reality in Education 6 3. Augmented Reality Applications 8 3.1 Marker-based Augmented Reality 8 3.2 Markerless Augmented Reality 10 4. Available Augmented Reality Technologies 12 4.1 Current Smartphone Ownership Patterns 12 4.2 Platforms 16 4.3 AR Software 19 5. Technical Considerations 22 5.1 Limitations of Current Platforms 24 6. Choosing an Augmented Reality System 24 7. Glossary 28 8. References 29 9. Appendix 1: Unlocking the Hidden Curriculum - a JISC- 31 funded Learning and Teaching Innovation Project at the University of Exeter This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.0 Licence. To view a copy of this licence, visit: http://creativecommons.org/licenses/by-nc-sa/2.0/uk or send a letter to: Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. 3 1. ‘Augmented Reality’ Every now and again a ‘new technology’ appears which seems to capture the public imagination. Invariably the technology enables a new means of interacting with screen-based entertainment or a computer game - 3DTV, the Nintendo Wii. The proliferation of so-called ‘smartphones’ with their abilities to run once-complex computer applications, in-built cameras and ‘GPS’ capability has unleashed the potential of ‘Augmented Reality’ – to date a regular feature of science fiction or ‘near future’ movies. -
A Survey Onmobile Operating System and Mobile Networks
A SURVEY ONMOBILE OPERATING SYSTEM AND MOBILE NETWORKS Vignesh Kumar K1, Nagarajan R2 (1Departmen of Computer Science, PhD Research Scholar, Sri Ramakrishna College of Arts And Science, India) (2Department of Computer Science, Assistant Professor, Sri Ramakrishna College Of Arts And Science, India) ABSTRACT The use of smartphones is growing at an unprecedented rate and is projected to soon passlaptops as consumers’ mobile platform of choice. The proliferation of these devices hascreated new opportunities for mobile researchers; however, when faced with hundreds ofdevices across nearly a dozen development platforms, selecting the ideal platform is often met with unanswered questions. This paper considers desirable characteristics of mobileplatforms necessary for mobile networks research. Key words:smart phones,platforms, mobile networks,mobileplatforms. I.INTRODUCTION In a mobile network, position of MNs has been changing due todynamic nature. The dynamic movements of MNs are tracked regularlyby MM. To meet the QoS in mobile networks, the various issuesconsidered such as MM, handoff methods, call dropping, call blockingmethods, network throughput, routing overhead and PDR are discussed. In this paper I analyse the five most popular smartphone platforms: Android (Linux), BlackBerry, IPhone, Symbian, and Windows Mobile. Each has its own set of strengths and weaknesses; some platforms trade off security for openness, code portability for stability, and limit APIs for robustness. This analysis focuses on the APIs that platforms expose to applications; however in practice, smartphones are manufactured with different physical functionality. Therefore certain platform APIs may not be available on all smartphones. II.MOBILITY MANAGEMENT IP mobility management protocols proposed by Alnasouri et al (2007), Dell'Uomo and Scarrone (2002) and He and Cheng (2011) are compared in terms of handoff latency and packet loss during HM. -
An Empirical Analysis of Energy Consumption of Cross-Platform Frameworks for Mobile Development
An Empirical Analysis of Energy Consumption of Cross-platform Frameworks for Mobile Development Matteo Ciman1, Ombretta Gaggia aDepartment of Mathematics, University of Padua, Padua, Italy Abstract The increasing fragmentation of mobile devices market has created the problem of supporting all the possible mobile platforms to reach the highest number of potential users. One possible solution is to use cross-platform frameworks, that let develop only one application that is then deployed to all the supported target platforms. Currently available cross-platform frameworks follow different approaches to deploy the final application, and all of them has pros and cons. In this paper, we evaluate and compare together the current frameworks for cross-platform mobile development considering one of the most important aspect when dealing with mobile devices: energy consumption. Our analysis shows and measure how the adoption of cross-platform frameworks impacts energy consumption with respect to the native mobile development, identifies which are the most consuming tasks, and tries to define a final rank among all the different approaches. Moreover, we highlight future development necessary to improve performances of cross-platform frameworks to reach native development performances. Keywords: Energy consumption, mobile development, performance measurement, web technologies, cross-platform frameworks 1. Introduction Smartphones are rapidly becoming more and more present in everyday life of users. Thanks to their increasing computing capabilities and an ample set of different sensors, e.g., accelerometer, barometer, environmental thermometer, 5 etc., smartphones play both the role of mobile workstations and of augmented devices, able to sense the environment and monitor user activities. Smartphones can be used for context awareness [1], user activity recognition [2, 3], health monitoring [4], etc. -
Native Cross-Platform Mobile Application Development
Native Cross-platform Mobile Application Development by W. de Kraker (0815283) CMI-Program Informatics – Rotterdam University August 14, 2012 First supervisor Mr. Y. S. Tjang Second supervisor Mr. A. Chamani Abstract Nowadays mobile devices are vastly integrated into modern society. They bring us one step closer to satisfy our ever growing need to have information available anytime, anywhere. To help gain access to information on mobile devices we use software applications, so called apps. However, the fragmented nature of today’s mobile ecosystem poses a challenge for developers to develop apps which are suitable to run on all mobile devices, since there is no de facto standard in cross-platform app development. Currently there are several solutions available to solve the cross-platform challenge. Lunatech, having expressed its interest in mobile app development, would like to know which solution, if any, suits Lunatechs needs. A study has been set up in order to resolve this question, the results of which are laid out in this thesis. ii Versions Version Date Author Details 0.1 12/07/2012 W. de Kraker Intial draft 0.2 20/07/2012 W. de Kraker Improved main research structure 0.3 08/08/2012 W. de Kraker Changes based on feedback from Mr. Y.S. Tjang 0.4 12/08/2012 W. de Kraker Changes based on feedback from Mr. S. de Kaper 1.0 14/08/2012 W. de Kraker Final version Table 1: Version history iii Preface You are looking at the thesis for the graduation internship on the subject of "cross-platform mobile application development while retaining the native look and feel". -
The Usage of Smartphone and Mobile Applications from the Point of View of Customers in Poland
information Article The Usage of Smartphone and Mobile Applications from the Point of View of Customers in Poland Witold Chmielarz Faculty of Management, University of Warsaw, 00-927 Warsaw, Poland; [email protected] Received: 20 March 2020; Accepted: 15 April 2020; Published: 17 April 2020 Abstract: The main objective of this article was to identify the conditions for the use of smartphones and mobile applications in Poland in the second half of 2018. The scope of the present analysis was limited to a selected sample of more than 470 respondents, and it examined the group of the most active users of smartphones and mobile applications. The author adopted the CAWI (computer associated web interview) method, which was previously verified by a randomly selected pilot sample, in his study. The obtained results were compared with the findings of other studies. They indicated that users of smartphones and mobile applications in Poland do not differ in their assessments from users in Europe and around the world. In this context, the key implication for researchers is the identified level of development of the use of smartphones and mobile applications in Poland at the end of 2018. The main limitation of the research was the selection of the research sample, which consisted only of members of the academic community. The scope of this article aimed to fill a gap in terms of the quantitative and qualitative methods that are applied to examine the use of mobile devices and mobile software. At the same time, this study creates the foundations for further research on intercultural differences. -
Accelerometers & Location
Please post comments or corrections to the Author Online forum at http://www.manning-sandbox.com/forum.jspa?forumID=453 MEAP Edition Manning Early Access Program Copyright 2008 Manning Publications For more information on this and other Manning titles go to www.manning.com Please post comments or corrections to the Author Online forum at http://www.manning-sandbox.com/forum.jspa?forumID=453 Licensed to Rodney Pearson <[email protected]> Contents Preface Part 1 An Introduction to iPhone programming Chapter 1 Introducing the iPhone Chapter 2 Web development or the SDK? Part 2 Designing web pages for the iPhone Chapter 3 Redeveloping web pages for the iPhone Chapter 4 Using advanced Webkit for web apps Chapter 5 Using iUI for web apps Chapter 6 Using Canvas for web apps Chapter 7 Building web pages with Dashcode Chapter 8 Debugging iPhone web pages Chapter 9 SDK programming for web developers Part 3 Learning SDK Fundamentals Chapter 10 Learning Objective-C and the iPhone OS Chapter 11 Using Xcode Chapter 12 Using Interface Builder Chapter 13 Creating basic View Controllers Chapter 14 Monitoring events and actions Chapter 15 Creating advanced View Controllers Part 4 Programming with the SDK Toolkit Chapter 16 Data: Actions, Preferences, Files, SQLite, and Addresses Chapter 17 Positioning: Accelerometers and Location Chapter 18 Media: Images and sounds Chapter 19 Graphics: Quartz, Core Animation, and OpenGL Chapter 20 The Web: Web views and Internet protocols Appendices Appendix A iPhone OS class reference Appendix B External sources and references Appendix C Publishing your SDK program Please post comments or corrections to the Author Online forum at http://www.manning-sandbox.com/forum.jspa?forumID=453 Licensed to Rodney Pearson <[email protected]> 1 Introducing the iPhone This chapter covers: Understanding Apple’s iPhone technology Examining the iPhone’s specifications Highlighting what makes the iPhone unique In the 1980s Apple Computer was the leading innovator in the computer business.