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Salmre I. — Writing mobile code essential software engineering for building mobile applications
Salmre I. — Writing mobile code essential software engineering for building mobile applications



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Название: Writing mobile code essential software engineering for building mobile applications

Автор: Salmre I.

Аннотация:

Mobile computing devices have evolved from fixed-purpose communications tools to compelling and extensible mass-market computing platforms. Now, they stand poised to offer truly ubiquitous and mobile computingand to revolutionize the way people work, communicate, and interact with the world around them. Writing Mobile Code is the first definitive guide to writing applications for the new generation of mobile devices. In this accessible, hands-on reference, readers will find the principles and methods of great mobile software design and real-world examples to support them. While the many examples use the .NET Compact Framework, C#, and Visual Basic .NET, the design and engineering concepts Salmre discusses apply to all mobile-computing technologies and platforms.


Язык: en

Рубрика: Технология/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Год издания: 2005

Количество страниц: 792

Добавлена в каталог: 18.05.2005

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
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Предметный указатель
memory cards
Memory Management      2nd 3rd 4th 5th
memory management and      
Memory Model
memory model and      
memory model state machines      2nd
memory model, defining
memory paging files      
memory sizes      
memory-usage data      
Message URL http      
message URL mailto      
micro memory      [See alorithm level memory]
microprocessors      
mobile device as source of high-resolution image      2nd
Mobile devices
mobile phone networks
mobile phone networks/cellular      2nd 3rd 4th 5th 6th
Mobile phones      
mobile software usage patterns compared      
mobile software usage patterns vs desktop software      
mobile Web browsers      
MSNBC
multimedia support
multipe requests and responses      2nd 3rd 4th 5th
multiple application usage      2nd
multiple choice game      
multiple choice game, sample code for      2nd
multiple microprocessors      2nd
multiple requests and responses      2nd 3rd 4th 5th
multiple state machines      
multiple versions of devices      
Multitasking
Multithreading      2nd
multithreading and      
multithreading, wait cursor used instead of      
Murphy's Law      
Native code      
native code, replacement for      2nd 3rd
Navigation      
network cable      2nd
networking options      
next version of
object allocation
object allocations      
object allocations, avoiding      
Objectives      
off-device information sources, customized interactions with      
offloading work      
offscreen drawing      2nd
OLE_LINK1      2nd 3rd 4th
OLE_LINK2      2nd 3rd
OLE_LINK3      
OLE_LINK4      
on-demand population of      2nd 3rd
on-device memory      
on-device storage size      
open devices      
Operating System      
operating system independence      
operating system, allowing access to underlying
optimization for common      
optimization of writing code      
optimizations      
optimizations, analysis of      2nd 3rd
options for      [See packaging and installation options]
Outline mode      
overhead data      2nd
overriding behaviors in existing controls      2nd 3rd 4th 5th 6th
overview      
packaging and installation      [See provisioning]
packaging and installation options      
painting to a form      
Parsing      
partitioning of application      
Performance      2nd 3rd 4th 5th
performance and      
Personal Computer      
personal computers
PictureBox      
Pocket PC      
Pocket PC Phone      2nd 3rd 4th
point-to-point networking with      2nd
point-to-point networking with IrDA      2nd
polling      
Portability
pre-rendering for action game      2nd
pre-rendering for business chart      2nd 3rd
predicting user needs in advance      2nd
preemptive work      2nd
preemptive work and multithreading      2nd
preprocessing data      
prime number calculation
process for development
processor independence      
procrastination      2nd 3rd
procrastination and performance      2nd 3rd
Productivity      
profiling information      
programming libraries      
Programming models
project-description document      
Prototype      2nd
Providers      
Provisioning      2nd
proxy servers, manual setup of
pushing information to device      
RAM file systems      2nd
range of networks, functioning across      2nd 3rd
reader/writer      
reasons for      2nd
redundant manual input as backup for automated input mechanisms      
Reliability      
reliability requirements      
Remote Data Access      
removing unnecessary information before data is sent to device      
rendering process      2nd 3rd
resolution, reducing      
responsiveness      
responsiveness of      
responsiveness of user interface      
restricted-extensibility devices      2nd
reusable components      
reusing allocated objects      2nd 3rd 4th
reusing basic algorithm      2nd 3rd 4th 5th
revision      2nd 3rd
revisions      2nd 3rd
rich client compatibility      
ROM-based installation      
runtime exceptions      
runtime metrics
safeguarding networks as reason for      
safety, designing code for      
safety, designing threading code for
sample code for state machine for      2nd
SAX (Simple API for XML)      
scope of application      
scope of application and
scope of application, deciding on
screen area
screen area management      2nd
screen area, layout of controls on      
screen areas      
Security      
security checks      2nd
security support      
separate mobile devisce versions of content on      2nd
server and device, cooperation between      2nd
server-based applications      
server-side code, communications failure simulated by      
Servers      
set of applications on same device      
short-duration activities      2nd
Signed applications      
simulation of communications failures to test application      2nd 3rd 4th 5th
single task execution      2nd 3rd 4th
single-handed operation      
single-handed operation of mobile devices      2nd
size of bitmap images      2nd 3rd
size of image      2nd 3rd
smart phone      
smart-client mobile applications
Smartphone      2nd 3rd 4th
SMS messages
SOAP protocol      
software development methodologies
specific purpose small and mid-sized applications, mobile devices containing
SQL CE      
SQL CE connectors
SQL connectors
SQL databases      
standalone applications
standalone applicatons      
standalone mode
starting up and running an application      2nd
startup time      
State machine
state machine driven user interface
state machine used for
state machines      
state machines inside      
stateless server processing
steps for defining      2nd
steps for designing mobile applications
storage footprint      
storage format      
Storage formats      
Stress testing      2nd
strings
subjectivity of
subjectivity of performance      
successful engineering      
support costs control as reason for      
surroundings, mobile devices' awareness of      
Synchronization      
synchronization process, transparency to user of      2nd
synchronized directly with server mode      
synchronized mode      
T9      2nd 3rd
Tabs      
target device, appropriateness for
temporary objects      2nd
testing and iteration      
testing with real      2nd
text      
text storage formats
text, storing data as      2nd 3rd 4th 5th
tips for      2nd
touch screens      2nd
tracking changes in data      
Transcendental functions      
transient difficulties      
transparency to user of      2nd
transparent bitmaps      2nd 3rd 4th 5th 6th
TreeView control      2nd 3rd 4th 5th 6th 7th 8th
Trigonometric functions      
two-handed operation      
two-handed operation of mobile devices      2nd
typed DataSet source code      2nd
Types
UI design
UI design and
universal application portability, lack of      2nd
unnecessary object allocations, reducing      2nd 3rd 4th
untyped datasets      2nd
usage patterns      
usage patterns of mobile software      
used to access off-device data      
user data      2nd
user graphics code      
User interface      
user interface and      
user interface and target device      
user interface code      
user interface code and      
user interface libraries      
user interface state machines      2nd
User Interface thread      2nd 3rd
user scenarios defined      
user's perception of      2nd
user's perception of performance      2nd
value types      2nd
value typles      
variability of data transmission rates and latencies      
versioning      
Visual Basic support      
Visual Studio .NET      2nd
wait cursor
wait cursor instead of
warning signs      2nd
Web Services      
Web services client libraries      2nd
Web services libraries
Web services used to access off-device data
Web sites      
when and where events are triggered, not being surprised by      2nd 3rd 4th 5th
when not to offload work      
when not to use      2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th
when to use      2nd 3rd 4th 5th
Wi-Fi      2nd 3rd 4th 5th 6th 7th
WiMax      
with network at large      
with operating system      
with other applications running on device      
write down mobile device scenarios      
WSDL documents      
XML      
XML and      
XML DOM      2nd 3rd 4th 5th 6th 7th
XML DOM (document object model)      2nd 3rd 4th 5th 6th 7th
XML files and streams to store and transfer data      2nd
XML libraries
XMLand
XMLReader      2nd 3rd 4th 5th 6th 7th
XMLWriter      2nd 3rd 4th 5th 6th 7th
XPath      
XSLT      
ZigBee      
1 2
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