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Books > Computing & IT > Computer hardware & operating systems > Handheld devices (eg Palm, PocketPC)
Beginning Android 4 is an update to Beginning Android 3, originally written by Mark Murphy. It is your first step on the path to creating marketable apps for the burgeoning Android Market, Amazon's AndroidAppstore, and more. Google's Android operating-system has taken the industry by storm, going from its humble beginnings as a smartphone operating system to its current status as a platform for apps that run across a gamut of devices from phones to tablets to netbooks to televisions, and the list is sure to grow. Smart developers are not sitting idly by in the stands, but are jumping into the game of creating innovative and salable applications for this fast-growing, mobile- and consumer-device platform. If you're not in the game yet, now is your chance Beginning Android 4 is fresh with details on the latest iteration of the Android platform. Begin at the beginning by installing the tools and compiling a skeleton app. Move through creating layouts, employing widgets, taking user input, and giving back results. Soon you'll be creating innovative applications involving multi-touch, multi-tasking, location-based feature sets using GPS. You'll be drawing data live from the Internet using web services and delighting your customers with life-enhancing apps. Not since the PC era first began has there been this much opportunity for the common developer. What are you waiting for? Grab your copy of Beginning Android 4 and get started What you'll learn Develop Java-based mobile applications and games for a wide range of phones and devices. Create user interfaces using WebKit and the Android widget framework. Build location- and map-based applications drawing on live feeds over the Internet. Incorporate activities, services, content providers, and broadcast receivers into your applications. Support multiple Android versions, multiple screen sizes, and other device-specific characteristics. Build and experience the array of new WebM video and other multimedia APIs for Android and more. Who this book is for Beginning Android 4 is aimed at programmers new to Android application development who desire to create marketable applications for the burgeoning market of smartphone, tablet, and other Android device users. Table of Contents The Big Picture How to Get Started Your First Android Project Examining Your First Project A Bit About Eclipse Enhancing Your First Project Rewriting Your First Project Using XML-Based Layouts Employing Basic Widgets Working with Containers The Input Method Framework Using Selection Widgets Getting Fancy with Lists Still More Widgets and Containers Embedding the WebKit Browser Applying Menus Showing Pop-up Messages Handling Activity Lifecycle Events Handling Rotation Dealing with Threads Creating Intent Filters Launching Activities and Sub-Activities Working with Resources Defining and Using Styles Handling Multiple Screen Sizes Introducing the Honeycomb UI Using the Action Bar Fragments Handling Platform Changes Accessing Files Using Preferences Managing and Accessing Local Databases Leveraging Java Libraries Communicating via the Internet Services: The Theory Basic Service Patterns Alerting Users via Notifications Requesting and Requiring Permissions Accessing Location-Based Services Mapping with MapView and MapActivity Handling Telephone Calls Fonts More Development Tools The Role of Alternative Environments HTML5 PhoneGap Other Alternative Environments Dealing with Devices Where Do We Go from Here?
If you thought your phone was smart, you should see the new Android tablets Based on Android 3 Honeycomb, these tabletsprovide all the computing power you'll need on a device light enough to carry wherever you go Get the most out of your Android 3.0 Honeycomb tabletwith Android Tablets Made Simplelearn all the key features, understand what's new, and utilize dozens of time-saving tips and tricks. Android Tablets Made Simple includes over 500 pages of easy-to-read instructions and over 1,000 carefully annotated screen shots to guide you to Android tablet mastery. You'll never be left wondering, How did they do that? This book guides you through: Finding and purchasing the right Android tablet Understanding the Android Honeycomb interface Downloading and using tablet apps What you'll learn Connect your tablet to wireless networks, including 3G, 4G, and Wi-Fi Make video calls to your friends and colleagues Download and read eBooks, newspapers, and magazines in your new compact library Connect with friends and coworkers through e-mail and social networks Unleash your creative side with photo editing and drawing tools Troubleshoot minor problems with your tablet without having to wait on hold with tech support Who this book is for This book is for new and potential owners of Android-based tablets running Android 3 (Honeycomb) and above. These devices include the Motorola Xoom, the Galaxy Tab 4G, and devices by Toshiba, Asus, and others. Table of Contents A Day in the Life With a Tablet (inside cover) Quick Start Guide IntroductionWhat Is Android? Choosing the Right Tablet Getting Started Typing, Copy, and Search Syncing Your Tablet With Google Setting up Other Accounts Understanding Connection: Wi-Fi, 3G, and 4G Icons and Widgets, and Tabs Email and Instant Messaging Managing Contacts Working With Calendars Using Maps Browsing the Web The Android Market Alternative App Markets Social Media Video Conferencing and Skype Reading E-books, Newspapers, and Magazines on Your Tablet Taking Notes and Working With Documents Viewing Videos and Movies on Your Tablet Creating Photos, Videos, and Art on Android Listening to Music Games on Tablets The Clock, Calculator, and Other Utilities Connecting Your Tablet to Keyboards, Docks, Computers, and TVs Troubleshooting Appendix: App Guide for Tablets
Create compelling 2D games with Learn cocos2d Game Development with iOS 5. This book shows you how to use the powerful cocos2d game engine to develop games for iPhone and iPad with tilemaps, virtual joypads, Game Center, and more. It teaches you: * The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. * How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. * How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps. * The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Best of all, Learn cocos2d Game Development with iOS 5 will have you making games right from the very start. It guides you step-by-step through the creation of sample games.These fun examples are modeled after popular App Store games and teach you key concepts of the cocos2d game engine and relevant tools like TexturePacker (texture atlas), PhysicsEditor (physics collision shapes), Particle Designer (particle effects), Glyph Designer (bitmap fonts), and others. This book offers a rock-solid introduction to creating games made entirely with cocos2d and little or no iOS 5 SDK and OpenGL code. It also details alternative implementations, identifies the best free and commercial tools for cocos2d game development, features coverage of the author's improved cocos2d game engine (Kobold2D), and even helps you enhance your game's marketability on the App Store. What you'll learn * The process and best practices of mobile game development, including sprite batching, texture atlases, parallax scrolling, touch and accelerometer input. * How to enhance your games using the Box2D and Chipmunk physics engines and other cocos2d-related tools and libraries. * How to add UIKit views to cocos2d and how to add cocos2d to UIKit apps.* The ins and outs of the Kobold2D development environment for cocos2d and its preconfigured libraries, including cocos3d and Lua. Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment. Table of Contents * Introduction * Getting Started * Essentials * Your First Game * Game Building Blocks * Sprites In-Depth * Scrolling with Joy * Shoot em Up * Particle Effects * Working with Tilemaps * Isometric Tilemaps * Physics Engines * Pinball Game * Game Center * Best Tools for cocos2D Development * Kobold2D Fundamentals * Out of the Ordinary
The iPad 2 is thinner, more powerful, intuitive and very fun for users of all ages. Your iPad can be used for reading, surfing the web, emailing, watching TV and movies, getting work done and much more. And with over 65,000 apps just for the iPad, as well as the ability to run over 30,000 iPhone apps, the possibilities are endless. iPad 2 Made Simple clarifies all of the key features on the iPad, introduces what's new, and also reveals dozens of time-saving shortcuts and techniques. The book has over 1,000 screen shots that are carefully annotated with step-by-step instructions. Clear instructions on how to set up and use the iPad Illustrated explanations of all the key features Hundreds of graphics as well as tips and tricks What you'll learn Master themulti-touch display Browse, buy, and read books with iBooks as well as the Kindle app Employ little-known time-saving tips and tricks Learn how to surf the web like never before Organize, view and share your photos and albums via social networking sites and e-mail Discover and download great apps from the App Store How to squeeze every ounce of power from E-mail, Calendar and Contacts Using iTunes to find music, videos, Podcasts, TV shows and more on your iPad Synchronize your iPad with your Windows or Mac or with your MobileMe or Google account Who this book is for This book is for new iPad users, as well as seasoned iPad, iPhone or iPod touch users who are ready to explore the new world of the iPad 2. Table of Contents Getting Started Typing Tips, Copy/Paste and Search Sync Your iPad with iTunes Other Sync Methods Wi-Fi and 3G Connectivity Organize Your Icons and Folders Personalize and Secure Your iPad Multitasking and Lock Rotation/Mute Playing Music Viewing Videos, TV Shows and More Surfing the Web with Safari iBooks and E-Books Email on your iPad Working with Contacts Your Calendar iPad Photography Recording and Editing Videos FaceTime Video Messaging and Skype Productivity and File Transfer iTunes on your iPad The Amazing App Store Games and Fun Social Networking Eliminate Your Paper Notes Bluetooth on your iPad New Media: Reading Newspapers, Magazines, and More Find your way with Maps Troubleshooting Your iTunes User Guide
Beginning 3D Game Development with Unity is perfect for those who would like tocome to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure gameincluding reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. What you'll learn How to build interactive games that work on a variety of platforms Take the tour around Unity user interface fundamentals, scripting and more Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more What is inventory logic and how to manage it How to handle 3D object visibility, effects and other special cases How to handle variety of menus and levels in your games development How to handle characters, scrollers, and more How to create or integratea story/walkthrough Who this book is for Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development. Table of Contents Exploring the Genre Unity UIBasics andGetting Started ScriptingGetting your Feet Wet Terrain GenerationCreating a Test Environment Navigation and Introduction to Functionality Cursor Control Action Objects Managing State Object Metadata Message Text Inventory Logic Managing the Inventory Finishing the Basic Functionality Getting Down to the Game Maze and Final Sequence Menus and Levels Beyond the Basics Appendix A: Shader Graphs Appendix B: Keyboard Key Names Appendix C: Final Sequence Outline
iPad 2: It looks different. It acts different. It connects to the world, yet it is as personal as a well-worn book. And now it has two cameras Taking Your iPad 2 to the Max is written so that anyone can quickly get up to speed on Apple's latest hit. As bloggers at The Unofficial Apple Weblog (TUAW.com), the authors have the happy privilege of working with Apple products every day, and they'll guide you through all of the perks of being an iPad 2owner. This book takes you from selecting and buying an iPad, to connecting it to the Internet, to using the incredible power of the iPad and all its apps to enhance your life. Whether you're using your iPad to surf the Internet, admire family photos, listen to music, watch movies, create or edit movies, or read a book, this book will help guide you. Discover how your iPad 2can be a virtual shopping mall, opening the door to purchases of music, books, videos, and movies. This book will help you organize your daily life through the use of Calendar, Notes, and Contacts, communicate with friends and colleagues with Mail, and find your way with Maps. You'll also learn how get the most out of your iPad's twocameras. Taking Your iPad 2 to the Max introduces the essentials of using your iPad 2 for recreation, travel, and workand includes the basics of Apple's iWork suite for iPad. Learn to create business or personal documents with Pages, make professional presentations with Keynote, and keep data and finances under control with Numbers. What you'll learn Learn to manipulate the next gen iPad and its tens of thousands of apps Watch, read and listen more with endless movies, books and music at your fingertips Create images and videos and edit them with iMovie Use the new iPad as a professional office tool to create rich documents, spreadsheets, and presentations Get connected, stay connected and set your computing life free Who this book is for No matter how you intend to use your iPad 2--for work or play, for movies or books--you are the person we wrote this book for. Welcome to the next world of computing--you're gonna love it. Table of Contents Bringing Your iPad Home Putting Your Data and Media on Your iPad Exploring the iPad Hardware Interacting with Your iPad Connecting to the Internet Browsing the Internet with Safari Touching Your Music and Video Shopping for Apps, Books, Music, and More Using iBooks Leveraging Your Desk Set Setting Up and Using Mail Working with Maps Touching Your Digital Photos On the Go with iWork Using the iPad Cameras with Camera, Photobooth, and FaceTime Other Great Ways to Use Your iPad
Android continues to be one of the leading mobile OS and development platforms driving today's mobile innovations and the apps ecosystem. Androidappears complex, but offers a variety of organized development kits to those coming into Android with differing programming language skill sets Android Recipes: A Problem-Solution Approach guides you step-by-step through a wide range of useful topics using complete and real-world working code examples. In this book, you'll start off with a recap of Android architecture and app fundamentals, and then get down to business and build an app with Google's Android SDK at the command line and Eclipse. Next, you'll learn how to accomplish practical tasks pertaining to the user interface, communications with the cloud, device hardware, data persistence, communications between applications, and interacting with Android itself. Finally, you'll learn how to leverage various libraries and Scripting Layer for Android (SL4A)to help you perform tasks more quickly, how to use the Android NDK to boost app performance, and how to design apps for performance, responsiveness, seamlessness, and more. Instead of abstract descriptions of complex concepts, in Android Recipes, you'll find live code examples. When you start a new project, you can consider copying and pasting the code and configuration files from this book, then modifying them for your own customization needs. This can save you a great deal of work over creating a project from scratch What you'll learn Discover Android architecture and various Android-specific APIs How to develop a unit conversion app in the context of command-line/Android SDK and Eclipse/Android SDK environments How to accomplish various tasks related to the user interface and more How to use external libraries to save time and effort How to quickly develop an app using the Scripting Layerfor Android (SL4A) tool How to boost app performance by using the Android NDK Guidelines for designing filtered apps, performant apps, responsive apps, and seamless apps Who this book is for Newcomers to Android, as well as more accomplished Android developers. Table of Contents Getting Started with Android User Interface Recipes Communications and Networking Interacting with Device Hardware and Media Persisting Data Interacting with the System Working with Libraries Scripting Layer for Android Android NDK App Design Guidelines
Anybody can start building simple apps for the Android platform, and this book will show you how Android Apps for Absolute Beginners takes you through the process of getting your first Android applications up and running using plain English and practical examples. It cuts through the fog of jargon and mystery that surrounds Android application development, and gives you simple, step-by-step instructions to get you started.Teaches Android application development in language anyone can understand, giving you the best possible start in Android development Provides simple, step-by-step examples that make learning easy, allowing you to pick up the concepts without fuss Offers clear code descriptions and layout so that you can get your apps running as soon as possible What you'll learn Get yourself and your computer set up for Android apps development Use the Eclipse programming environment to make your Android development efficient and straightforward Follow steps in plain English to build simple apps and get them working immediately Style your application so that it appeals to potential users Make use of the Android's touch screen Use shortcuts and cheat sheets to create apps the easy way Use the basics of Java and XML tomove onto more advanced apps Who this book is for If you have a great idea for an Android app, but have never programmed before, then this book is for you. You don't need to have any previous computer programming skills--as long as you have a desire to learn, and you know which end of the mouse is which, the world of Android apps development awaits Table of Contents Preliminary Information: Before We Get Started What's Next? Our Road Ahead Setting Up an Open Source Android Development Environment An Introduction to Java, XML and How Android Works An Overview of the Android Application Framework Screen Layout Design: Views, ViewGroups and Layout Types User Interface Design: Buttons, Menus, Dialogs and Alerts Designing Graphics for Android: 2D Images & Animation Adding Interactivity: Handling UI Events Understanding Content Providers Understanding Intents and Intent Filters The Future: 3D, Widgets, Bluetooth, Maps, Search, and More
It's time to capitalize on your mastery of Cocoa withPro Objective-C Design Patterns for iOS.You've developed apps that impressed and performed, and now you're ready to jump into development practices that will leave you with more effective, efficient, and professional level apps.This book is the element you need to make the jump from journeyman to master. All too often, developers grind through building good apps on willpower and a vigorous focus on code development, leaving them unaware of and unable to benefit from the underlying structural and functional design patterns. Pro Objective-C Design Patterns for iOS will teach you those design patterns that have always been present at some level in your code, but were never recognized, acknowledged, or fully utilized.Implementation of specific pattern approaches will prove their value to any developer working in the iOS application arena. You'll learn to master classic patterns like singleton, abstract factory, chain of responsibility, and observer. You'll also discover less well-known but useful patterns like memento, composite, command, and mediator. What you'll learn The basic concepts ofvarious design patterns How to apply designpatterns to your code based on different scenarios How design patterns canstrengthen your apps Who this book is for Any professional or aspiring iOS developer will find productivity, efficiency, and effectiveness of software development enhanced by the methods and practice delivered byPro Objective-C Design Patterns for iOS. Table of Contents Hello, Design Patterns A Case Study: Designing an App Prototype Factory Method Abstract Factory Builder Singleton Adapter Bridge Facade Mediator Observer Composite Iterator Visitor Decorator Chain of Responsibility Template Method Strategy Command Flyweight Proxy Memento
Developing applications for Android and other mobile devices using web technologies is now well within reach. When the capabilities of HTML5 are combined with CSS3 and JavaScript, web application developers have an opportunity to develop compelling mobile applications using familiar tools. Not only is it possible to build mobile web apps that feel as good as native apps, but to also write an application once and have it run a variety of different devices. While the HTML5 specification is still evolving, there is a lot that can be used right now to build mobile web apps. Mobile web apps are now starting to provide many of the features that were once only available to native-language-based apps in Java, Objective-C, etc. Pro Android Web Apps teaches developers already familiar with web application development, how to code and structure a web app for use on the Android mobile platform. Understand both the why and how of mobile web app development, focusing on the Android platform. Learn how to structure mobile web apps through a number of practical, real-world application examples. Discover what cloud platforms such as Google AppEngine have to offer Android web apps, for both hosting web apps and providing device to cloud data synchronization solutions. Get a real picture of the status of HTML5 on Android and other mobile devices, including some things to watch out for when building your own applications. Understand the capabilities of the web application stack, and how to complement those with native bridging frameworks such as PhoneGap to access native features of the device. Gain an understanding of the different UI frameworks that are available for building mobile web apps. Learn how to include mapping and leverage location-based services in mobile web apps to create engaging mobile experiences. Enable social integration with your Android web app and gain access to millions of potential users. After reading this book, you will not only have a greater understanding of the world of web apps on Android, but also how to leverage additional tools and frameworks to increase the reach of your mobile web apps. Additionally, through the practical samples in the book you will have been given solid exposure of where both the opportunities and challenges lie when building mobile apps the web way. What you'll learn What Android web apps can do, and when to use web development rather than native development to create an application. How to use existing JavaScript and CSS frameworks to create rich mobile user interfaces. When to use HTML5 and when to use a native bridging framework to access native Android functionality. Connext with cloud services and APIs to build engaging location based services and games. Enable social integration with your Android web app and gain access to millions of potential users. Who this book is for This bookis targeted at web developers looking to transfer their skills over to mobile application development.Readers will understand that Android is continuing to gain momentum in the marketplace and will want to build an application specifically for that platform.They will have a strong desire to use web technologies rather than the native tools to build applications, either due to personal taste or to gain cross-platform mobile portability for the majority of their application code. Table of Contents Getting Started Building a Mobile HTML Entry Form HTML5 Storage APIs Constructing a Multipage App Synchronizing with the Cloud Competing with Native Apps Exploring Interactivity Location Based Services and Mobile Mapping Native Bridging with PhoneGap Integrating with Social APIs Mobile UI Frameworks Compared Polishing andPackaging an App for Release The Future of Mobile Computing Appendix: Debugging Android Web Apps
The power of Core Data allows iOS developers to efficiently
store and retrieve application data using familiar object-oriented
paradigms.Pro Core Data for iOS explains both how and why to use
Core Data for data storage, from simple to advanced techniques.
Covering common and advanced persistence patterns, this book
prepares any iOS developer to store and retrieve data accurately
and proficiently. All iPhone, iPad, and iPod touch developers whose applications manage any amount of data. Table of Contents Getting Started Understanding Core Data Storing Data: SQLite and Other Options Creating a Data Model Working with Data Objects Refining Result Sets Tuning Performance and Memory Usage Versioning and Migrating Data Using Core Data in Advanced Applications
It seems that everyone and her sister has developed an iPhone App-everyone except you, the hard-working web professional. And now with the introduction of the iPad, you may even feel farther behind. But the time has come where you don't need to struggle through Objective-C or master Apple's Cocoa touch APIs. WebKit's support for HTML5 means any ambitious web developer can join Apple's second mobile App wave and create compelling apps that address the unique features of both the iPhone and the larger iPad. Beginning iPhone and iPad Web Apps: Scripting with HTML5, CSS3, and JavaScript takes you through every aspect of the latest Mobile Web Standards as well as the specific features of the iPhone and iPad. You'll go beyond Web 2.0 and Ajax to learn about WebKit and Mobile Safari, HTML5 and CSS3, Vector Graphics and Multimedia support. You'll discover what built-in hardware features of the iPhone and iPad you can use and how to take advantage of these device-specific capabilities. The market for Web apps is expanding and the combination of iPhone and iPad makes this a very hot area-as well as a competitive one.You'll want to know about all the advantages available to get ahead and stay ahead, and Beginning iPhone and iPad Web Apps is the perfect starting point.
This book gathers selected high-quality research papers presented at International Conference on Mobile Computing and Sustainable Informatics (ICMCSI 2021) organized by Pulchowk Campus, Institute of Engineering, Tribhuvan University, Nepal, during 29-30 January 2021. The book discusses recent developments in mobile communication technologies ranging from mobile edge computing devices, to personalized, embedded and sustainable applications. The book covers vital topics like mobile networks, computing models, algorithms, sustainable models and advanced informatics that supports the symbiosis of mobile computing and sustainable informatics.
Developing C# Applications for iPhone and iPad using MonoTouch shows you how to use your existing C# skills to write apps for the iPhone and iPad. Fortunately, there's MonoTouch, Novell's .NET library that allows C# developers to write C# code that executes in iOS. Furthermore, MonoTouch allows you to address all the unique functions of the iPhone, iPod Touch, and iPad. And the big plus: You needn't learn any Objective-C to master MonoTouch Former Microsoft engineer and published app-store developer Bryan Costanich shows you how to use the tools you already know to create native apps in iOS using C# and the .NET Base Class Libraries. The magic is in Novell's implementation of Apple's Cocoa libraries in MonoTouch. You'll master the same elegant and rich Cocoa environment, but without the need to learn a new programming language. Developing C# Applications for iPhone and iPad using MonoTouch takes you from your first Hello, World example through the major APIs and features of iOS. The coverage is comprehensive and makes use of frequent examples, complete with sample code you can download and reuse to create your own powerful and playful apps.What you'll learn * How to use your existing C# skills to develop applications on the iPhone and iPad * Apple's Model View Controller (MVC) methodology * Working with CocoaTouch's UIKit to create iOS applications using native controls * Device-specific features, like the camera, GPS, and Compass using CoreLocation, the accelerometer, and others * Accessing shared resources such as the photos, contacts, and more * How to persist and retrieve data using SQLite and .NET libraries * Complex drawing and animation using CoreGraphics and CoreAnimation * The use of Apple's Push Notification Service * The latest game porting techniques using XNA Touch * How to integrate off-the-shelf Objective-C libraries Who this book is for Every .NET and C# developer who has have ever wanted to create an application or game for Apple's App Store.Table of Contents * Getting Started with MonoTouch * Our First Application * The Model, View, Controller Approach to Multiple Screen Applications * iPad and Universal (iPhone/iPad) Applications * More on Views and Controllers * Introduction to Controls * Standard Controls * Content Controls * Working with Tables * Working with Keyboards * Multitasking * Working with Touch * Working with Shared Resources * User and Application Settings * Working with CoreLocation * Drawing with CoreGraphics * Core Animation * Notifications * Working with Data * Publishing to the App Store * Third Party Libraries * Using Objective-C Libraries and Code
This lecture presents a first compendium of established and emerging standards in pervasive computing systems. The lecture explains the role of each of the covered standards and explains the relationship and interplay among them. Hopefully, the lecture will help piece together the various standards into a sensible and clear landscape. The lecture is a digest, reorganization, and a compilation of several short articles that have been published in the "Standards and Emerging Technologies" department of the IEEE Pervasive Computing magazine. The articles have been edited and shortened or expanded to provide the necessary focus and uniform coverage depth. There are more standards and common practices in pervasive systems than the lecture could cover. However, systems perspective and programmability of pervasive spaces, which are the main foci of the lecture, set the scope and determined which standards should be included. The lecture explains what it means to program a pervasive space and introduces the new requirements brought about by pervasive computing. Among the standards the lecture covers are sensors and device standards, service-oriented device standards, service discovery and delivery standards, service gateway standards, and standards for universal interactions with pervasive spaces. In addition, the emerging sensor platform and domestic robots technologies are covered and their essential new roles explained. The lecture also briefly covers a set of standards that represents an ecosystem for the emerging pervasive healthcare industry. Audiences who may benefit from this lecture include (1) academic and industrial researchers working on sensor-based, pervasive, or ubiquitous computing R (2) system integrator consultants and firms, especially those concerned with integrating sensors, actuators, and devices to their enterprise and business systems; (3) device, smart chips, and sensor manufacturers; (4) government agencies; (5) the healthcare IT and pervasive health industries; and (6) other industries such as logistics, manufacturing, and the emerging smart grid and environment sustainability industries. Table of Contents: Preface / Acknowledgments / Introduction / Sensor and Device Standards / Service-Oriented Device Architecture (SODA) / Sensor Platforms / Service Discovery and Delivery Standards / The Open Services Gateway Initiative (OSGi ) / Universal Interactions / Domestic Robots for Smart Space Interactions / Continua: An Interoperable Personal Health Echosystem / References / Author Biography
The iPad is sleek, powerful, and most importantly, it's much more than just a big iPhone. Your iPad is can be used for reading, surfing the web, emailing, watching TV/Movies, getting work done, and much more. And with the upcoming wave of iPad apps, the possibilities are endless. iPad Made Simple clarifies all of the key features on the iPad, introduces what's new, and also reveals dozens of time-saving shortcuts and techniques. The book has over 1,000 screen shots that are carefully annotated with step-by-step instructions. * Clear instructions on how to set up and use the iPad* Illustrated explanations of all the key features* Hundreds of graphics as well as tips and tricks This book will teach you everything you need to know to get the most out of your new iPad.What you'll learn* Master the new multi-touch display* Browse, buy, and read books with iBooks* Employ little-known time-saving tips and tricks* Learn how to surf the web like never before* Organize, view, and share your photos and albums* Discover and download great Apps from the App Store* How to squeeze every ounce of power from Email, Calendar, and Contacts* Using iTunes to find music, videos, TV shows, and more on your iPad* Synchronize your iPad with your Mac or PC* Techniques to unlock rich media features.Who this book is for This book is for new iPad users, as well as seasoned iPhone or iPod Touch users who are ready to explore the new world of the iPad.Table of Contents* Learning your Way Around* Typing Tips, Copy/Paste & Search* iTunes - Sync with Computer, Buy Music & More* Connecting to a Wi-Fi Network or 3G Network* Moving, Docking, and Deleting Icons* Personalize your iPad* iTunes & PlayingMusic* iBooks - The iPad as an Bookstore & E-Reader* Viewing Videos, TV Shows & More (iPad)* Bluetooth on the iPad* Surfing the Web (Safari) * Email on your iPad * Using Your Contacts* Your Calendar* Having Fun with Pictures (Photos)* Maps powered by Google Maps* Eliminate Your Paper Notes* Clock, Calculator & Weather* iTunes on your iPad* The Amazing App Store* Fun on Your iPad; Games and More* Fixing Problems & Troubleshooting* Upgrade your iPad Software
Create your own electronic devices with the popular IOIO ("yoyo") board, and control them with your Android phone or tablet. With this concise guide, you'll get started by building four example projects--after that, the possibilities for making your own fun and creative accessories with Android and IOIO are endless. To build Android/IOIO devices, you write the program on your computer, transfer it to your Android, and then communicate with the IOIO via a USB or Bluetooth connection. The IOIO board translates the program into action. This book provides the source code and step-by-step instructions you need to build the example projects. All you have to supply is the hardware. Learn your way around the IOIO and discover how it interacts with your Android Build an intruder alarm that sends a text message when it detects movement Make a temperature sensing device that logs readings on your Android Create a multicolor LED matrix that displays a Space Invader animation Build an IOIO-powered surveillance rover that you control with your Android Get the software and hardware requirements for creating your own Android/IOIO accessories
Automating repetitive programming tasks is easier than many Flash/AS3 developers think. With the Ant build tool, the Eclipse IDE, and this concise guide, you can set up your own "ultimate development machine" to code, compile, debug, and deploy projects faster. You'll also get started with versioning systems, such as Subversion and Git. Create a consistent workflow for multiple machines, or even complete departments, with the help of extensive Ant code samples. If you want to work smarter and take your skills to a new level, this book will get you on the road to automation--with Ant. Set up your Eclipse work environment with Eclipse plugins, including the FDT code editor and the Mylyn task manager Enable several developers to work on the same project simultaneously with a versioning system Walk through the basics of Ant, and use sample code to create your first script Compile and debug your Ant build with FDT or the Flex SDK Apply Ant to mobile development for both the Android Platform and iOS, using the Android SDK and Adobe Air
Native apps have distinct advantages, but the future belongs to mobile web apps that function on a broad range of smartphones and tablets. Get started with jQuery Mobile, the touch-optimized framework for creating apps that look and behave consistently across many devices. This concise book provides HTML5, CSS3, and JavaScript code examples, screen shots, and step-by-step guidance to help you build a complete working app with jQuery Mobile. If you're already familiar with the jQuery JavaScript library, you can use your existing skills to build cross-platform mobile web apps right now. This book shows you how.Get a high-level overview of jQuery Mobile: how it works and how to use it Learn about paging and navigation, including dialogs, Ajax content, and history Employ jQuery Mobile's extensive event system to create rich interactions Work with toolbars, buttons, lists, forms, and other UI elements Create a variety of visual designs with jQuery Mobile's sophisticated theming system Use the jQuery Mobile API for finer control over elements and interactions Put everything together and build a mobile app from start to finish
You've developed a killer app for one mobile device-now it's time to maximize your intellectual investment and develop for the full spectrum of mobile platforms and devices. With Multimobile Development, you'll learn how to quickly retool between the iPhone and Android platforms and broaden the interest and audience of your app, without working with burdensome and error-prone compatibility layers and toolkits. Multimobile Development takes you, the developer, through the same mobile software development project on both platforms, learning the differences between and the relative strengths and weaknesses of each platform as you go. No magic intermediate layers of obfuscation-by the time you get to the end you'll be an expert at developing for any of the major smartphone platforms using each vendor's preferred toolset and approach. Multimobile Development covers the iPhone and Android platforms, two of the hottest mobile device platforms on the market today. What you'll learn* How to develop, end-to-end, the same application on iPhone and Android platforms.*The different service architectures available on each platform, concentrating on services related to storage, communications and security.* Key differences in deploying and managing applications on the various platforms.* How to translate experience at developing on one platform to speed development when attempting a project on a different platform.* Plus, stay on top of developments in the mobile application space by visiting the author's comprehensive resource site at http: //www.multimobiledevelopment.comWho this book is for Multimobile Development is the essential book for software developers looking to build applications that run natively, without cumbersome compatibility layers and toolkits, on the iPhone and Android platforms
Pro Android is the first bookto include coverage of Google Android 1.5 SDK (including the branch formerly called Cupcake). This essential book covers the fundamentals of building applications for embedded devices thru through to advanced concepts, such as custom 3D components. Takes a pragmatic approach to developing Google Android applications. Examines the Android Virtual Device; the Input-Method Framework, special development considerations for touch screen vs. keyboard/traditional input, Voice Recognition, and Live Folders, Covers the Android media APIs (media APIs, Wi-Fi APIs, etc), including the new simplified OpenGL, improved media framework and more. With Android 1.5 and this book that includes Android 1.5 coverage, developers should will be able to build leading-edge mobile applications ranging from games to Google Apps like add-ons to Google Docs and moreno matter the device interface. Extend and run APIs of the Google Chrome browser/WebOS on G1, G2 and other forthcoming next-generation Google phones and other Android-enabled devices and netbooks. What you'll learn What is Android and how to use Android to build Java-based mobile applications for Google phones with touch screen or keyboard, thanks to Cupcake's inclusion as of Android 1.5. Create applications that run on either or both touch and keyboard screens. How to design and architect a variety of mobile phone and device applications using Google's Android SDK. Build multimedia and even game applications using Android's Media APIs, improved media framework and simplified OpenGL. How to use Android's location-based services, networking (Wi-Fi APIs) and security. Who this book is for This book is for professional software engineers/programmers looking to move their ideas and applications into the mobile space with Android. The author assumes the reader has a passable understanding of Java. They should be able to write classes and handle basic inheritance structures. This book also targets hobbyist developers looking to get their feet wet in the complex minefield of mobile software. Table of Contents Introducing the Android Computing Platform Getting Your Feet Wet Using Resources, Content Providers, and Intents Building User Interfaces and Using Controls Working with Menus and Dialogs Unveiling 2D Animation Exploring Security and Location-Based Services Building and Consuming Services Using the Media Framework and Telephony APIs Programming 3D Graphics with OpenGL Managing and Organizing Preferences Coming to Grips with 1.5 Simplifying OpenGL and Exploring Live Folders
Motorola Xoom is the first tablet to rival the iPad, and no wonder with all of the great features packed into this device. But learning how to use everything can be tricky-and Xoom doesn't come with a printed guide. That's where this Missing Manual comes in. Gadget expert Preston Gralla helps you master your Xoom with step-by-step instructions and clear explanations. As with all Missing Manuals, this book offers refreshing, jargon-free prose and informative illustrations. * Use your Xoom as an e-book reader, music player, camcorder, and phone * Keep in touch with email, video and text chat, and social networking apps * Get the hottest Android apps and games on the market * Do some work with Google Docs, Microsoft Office, or by connecting to a corporate network * Tackle power-user tricks, such as barcode scanning, voice commands, and creating a Wi-Fi hotspot * Sync your Xoom with a PC or a Mac
Android Essentials is a nofrills, nononsense, codecentric run through the guts of application development on Google's Mobile OS. This book uses the development of a sample application to work through topics, focusing on giving developers the essential tools and examples required to make viable commercial applications work. Covering the entirety of the Android catalog in less than 150 pages is simply impossible. Instead, this book focuses on just four main topics: the application life cycle and OS integration, user interface, locationbased services, and networking.Thorough, complete, and useful work on the nuts and bolts of application development in Android Example driven and practically minded A tool for hobbyists and professionals who want to create productionquality applications What you'll learn Understand how an Android application functions and communicates with the handset that hosts it. Comprehend the complexities of timers, services, and multimedia playback. Create and display a rich mix of customrendered screens and tailored Android widgets. Understand how locationbased services are becoming more and more important in the mobile world. See how to use Google's powerful Map tool. Explore the intricacies of network connectivity in the mobile world. Who this book is for This book is for professional software engineers looking to move their ideas and applications into the mobile space with Android. The author assumes the reader has a passable understanding of Java. They should be able to write classes and handle basic inheritance structures. This book also targets hobbyist developers looking to negotiate the complex minefield of mobile software. Table of Contents Introduction The Application User Interface Location, Location, Location Taking Android Out for a Walk Tying on a Bow
If you want to develop efficient, smooth-running applications, controlling concurrency and memory are vital.Automatic Reference Counting is Apple's game-changing memory management system, new to Xcode 4.2. Pro Multithreading and Memory Management for iOS and OS X shows you how ARC works and how best to incorporate it into your applications.Grand Central Dispatch (GCD) and blocks are key to developing great apps, allowing you to control threads for maximum performance. If for you, multithreading is an unsolved mystery and ARC is unexplored territory, then this is the book you'll need to make these concepts clear and send you on your way to becoming a master iOS and OS X developer.What are blocks? How are they used with GCD? Multithreading with GCD Managing objects with ARC What you'll learn H To understand ARC technology and how to use it Who this book is for This book is for professional OS X and iOS application programmers. In particular, it's for those who want to develop highly responsive applications with concurrent programming. Table of Contents Life beforeAutomatic Reference Counting ARCRules ARC Implementation Getting Started with Blocks Blocks Implementation Grand Central Dispatch GCDBasics GCDImplementation Appendix A. Example of ARC, Blocks and GCD Appendix B. References
This lecture provides an introduction to the problem of managing the energy demand of mobile devices. Reducing energy consumption, primarily with the goal of extending the lifetime of battery-powered devices, has emerged as a fundamental challenge in mobile computing and wireless communication. The focus of this lecture is on a systems approach where software techniques exploit state-of-the-art architectural features rather than relying only upon advances in lower-power circuitry or the slow improvements in battery technology to solve the problem. Fortunately, there are many opportunities to innovate on managing energy demand at the higher levels of a mobile system. Increasingly, device components offer low power modes that enable software to directly affect the energy consumption of the system. The challenge is to design resource management policies to effectively use these capabilities. The lecture begins by providing the necessary foundations, including basic energy terminology and widely accepted metrics, system models of how power is consumed by a device, and measurement methods and tools available for experimental evaluation. For components that offer low power modes, management policies are considered that address the questions of when to power down to a lower power state and when to power back up to a higher power state. These policies rely on detecting periods when the device is idle as well as techniques for modifying the access patterns of a workload to increase opportunities for power state transitions. For processors with frequency and voltage scaling capabilities, dynamic scheduling policies are developed that determine points during execution when those settings can be changed without harming quality of service constraints. The interactions and tradeoffs among the power management policies of multiple devices are discussed. We explore how the effective power management on one component of a system may have either a positive or negative impact on overall energy consumption or on the design of policies for another component. The important role that application-level involvement may play in energy management is described, with several examples of cross-layer cooperation. Application program interfaces (APIs) that provide information flow across the application-OS boundary are valuable tools in encouraging development of energy-aware applications. Finally, we summarize the key lessons of this lecture and discuss future directions in managing energy demand. |
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