Showing posts with label mobile. Show all posts
Showing posts with label mobile. Show all posts

Thursday 25 April 2019

Host Your Web Site In The Cloud: Amazon Web Services Made Easy: Amazon EC2 Made Easy

Host Your Web Site In The Cloud: Amazon Web Services Made Easy: Amazon EC2 Made Easy Book pdf free download. Host Your Web Site In The Cloud: Amazon Web Services Made Easy: Amazon EC2 Made Easy  book is written by Jeff Barr
Host Your Web Site On The Cloud is the OFFICIAL step-by-step guide to this revolutionary approach to hosting and managing your websites and applications, authored by Amazon's very own Jeffrey Barr.

''Host Your Web Site in the Cloud'' shows you just how easy it is to host your website in the cloud with Amazon Web Services. We'll show you how cloud computing can save time, money, and stress. The process of hosting & developing on the cloud has never been simpler!

This book will help you:
  • gain a thorough understanding of cloud computing
  • master the fundamentals of Amazon Web Services
  • transfer existing websites & applications to the cloud
  • install and configure visual and command line tools
  • store, retrieve, and distribute data quickly and easily
  • build applications that scale
  • manage the monitoring, load balancing, and scaling capabilities of cloud computing
As a developer, you need room & flexibility to be innovative. Why waste time worrying about the technical aspects of server capacity? AWS handles security, load balancing, and server resources virtually so you're not restricted to one physical server.


Tuesday 14 August 2018

Symbian for Software Leaders Principles of Successful Smartphone Development Projects by David Wood

Symbian for Software Leaders Principles of Successful Smartphone Development Projects by David Wood | To software leaders in the smartphone revolution the creators of outstanding products which will yield high value to hundreds of millions of mobile users.



Part 1 Symbian in context
  • 1 At the heart of the smartphone revolution
  • 1.1 The phenomenon of smartphones
  • 1.2 Taking advantage of the smartphone opportunity
  • 1.3 The role of the smartphone operating system
  • 1.4 Regarding APIs and operating systems
  • 1.5 Why Symbian OS?
  • 1.6 Aside: from organizers to smartphones
  • 1.7 Coming to terms with Symbian OS
  • 2 The big picture of a Symbian OS project
  • 2.1 High-level components of a smartphone
  • 2.2 Providers of integrated solutions
  • 2.3 The commercial model of a smartphone project
  • 2.4 Some conclusions from the smartphone commercial model
  • 2.5 Typical smartphone project timescales
  • 2.6 Warning regarding timescales
  • 2.7 Factors influencing project timescales
  • 2.8 The big picture: beyond timescales
  • 3 Involving ISVs 33
  • 3.1 ISV smartphone opportunity and risk
  • 3.2 Beyond technical skill-sets
  • 3.3 Different routes to market
  • 3.4 Symbian endorsements
  • 3.5 Companion Technology Program
  • 3.6 Symbian Signed 42
  • 4 Twenty reasons why smartphones will win
  • 4.1 Two kinds of battle
  • 4.2 Multitasking
  • 4.3 Messaging and entertainment
  • 4.4 Mobile knowledge access
  • 4.5 Organizers and finance
  • 4.6 Pocket consolidators
  • 4.7 Social tools
  • 4.8 Personal development
  • 4.9 Phones win
  • 4.10 Openness wins 
 Part 2 Thriving on scale
  • 5 Managing large projects
  • 5.1 Smartphone projects vs. feature phone projects
  • 5.2 Three approaches to large projects
  • 5.3 How large projects differ from smallprojects
  • 5.4 Project groupware
  • 5.5 Confidentiality issues
  • 5.6 Five central project documents
  • 5.7 Auditing document readership
  • 5.8 Processes and agility: education vs.processe
  • 5.9 Problems when groupware is short-cut
  • 5.10 Symbian’s use of groupware
  • 6 Managing defects
  • 6.1 Introduction to smartphone defect management
  • 6.2 Living with defects
  • 6.3 Aside: an embarrassing moment with defects
  • 6.4 Defect priorities
  • 6.5 The process of verifying a defect fix
  • 6.6 Advanced defect investigation
  • 6.7 Defect status values
  • 6.8 Defect database requirements
  • 6.9 The role of the project leader in managing defects
  • 7 Managing configurations
  • 7.1 Introduction to configuration management
  • 7.2 Aside: learning about configuration management 86CONTENTS ix
  • 7.3 Consequences of weak configuration management
  • 7.4 Basic principles of configuration management
  • 7.5 Codeline strategy – single projects
  • 7.6 Codeline strategy – multiple projects
  • 7.7 Beyond codeline strategy
  • 8 Managing integration
  • 8.1 Integration vs. creation
  • 8.2 Mainlines and development codelines
  • 8.3 Iterative development
  • 8.4 Gate-keeping and integration tests
  • 8.5 Dealing with build or test failures
  • 8.6 The weekly integration cycle
  • 8.7 Integration discipline
  • 9 Managing interfaces
  • 9.1 Knowing when components belong together
  • 9.2 Limits of rebuilding source code
  • 9.3 Forms of compatibility
  • 9.4 The compatibility virtuous cycle
  • 9.5 System compatibility board
  • 9.6 Responsibilities with regard to compatibility
  • 9.7 Interface access and interface status
  • 9.8 Versioning
  • 9.9 Future-proofing interfaces
  • 10 Managing testing
  • 10.1 Beyond complete testing
  • 10.2 Testing in context
  • 10.3 Functional tests
  • 10.4 Basic Acceptance Tests
  • 10.5 Specialist tests
  • 10.6 Friendly User Tests
  • 10.7 Mandatory tests
  • 10.8 Automated tests
  • 11 Managing tools
  • 11.1 The need for a tools champion
  • 11.2 Debuggers
  • 11.3 Emulators
  • 11.4 Profilers and loggers
  • 11.5 Static code analysis
  • 11.6 Build system
  • 11.7 Distribution system
  • 11.8 Miscellaneous tools
  • 11.9 Dangers with tools
  • 12 Managing plans and change
  • 12.1 Beyond complete planning
  • 12.2 Causes of change
  • 12.3 Handling change requests
  • 12.4 Variable task estimates
  • 12.5 Practical example of agile scheduling
  • 12.6 Accepting slack
  • 12.7 Aggressive vs. defensive scheduling
  • 12.8 Authentic vs. inauthentic scheduling
  • 12.9 Beyond meeting customer requests
  • 13 Managing uncertainty
  • 13.1 The 80–20 rule for planning
  • 13.2 Identifying the project planning hot list
  • 13.3 Iterating the project plan
  • 13.4 Developing features outside the agreed core
  • 13.5 The 80–20 rule for task estimation
  • 13.6 Typical project trouble spots
  • 13.7 Pros and cons of milestone reviews
  • 13.8 Dealing with milestone delays
  • 13.9 Cut features not corners
  • 14 Simplifying smartphone projects
  • 14.1 Beyond difficulty
  • 14.2 Reuse rather than reinvent
  • 14.3 The benefits of frequent releases
  • 14.4 Symbian’s adoption of the frequent release model
  • 14.5 Use of reference designs
  • 14.6 Silver bullets vs. disruption
 Part 3 Symbian’s design philosophy
  • 15 Design goals for Symbian OS
  • 15.1 The birth of EPOC32
  • 15.2 Defining the EPOC RISC architecture
  • 15.3 Software goals from 1995
  • 15.4 Separating the engine
  • 15.5 Nine passions 193CONTENTS
  • 16 Designing for efficiency
  • 16.1 The original electronic organizers
  • 16.2 Limits of Moore’s Law thinking
  • 16.3 Causes of code bloat
  • 16.4 Designing algorithms
  • 16.5 Understanding the compiler
  • 16.6 Adopting OO
  • 16.7 Selecting C++
  • 16.8 Text descriptors
  • 17 Designing for robustness
  • 17.1 Alloc heaven
  • 17.2 Expecting the unexpected
  • 17.3 The perils of multitasking
  • 17.4 Exception handling
  • 17.5 Common mistakes in destructors
  • 17.6 Seeking out failure cases
  • 17.7 Attitudes towards defects
  • 17.8 Protecting the smartphone vital assets
  • 18 Designing for usability
  • 18.1 ‘‘The operation was a success, but the patient died
  • 18.2 Enchantment
  • 18.3 Designing the user interface
  • 18.4 Multimedia performance
  • 18.5 Understanding the real competition
  • 18.6 Customer orientation for developers
  • 18.7 Designing panics
  • 19 Designing for longevity
  • 19.1 Preparing for variants
  • 19.2 Be ready to fail fast
  • 19.3 Prepare your own SDK
  • 19.4 The value of codevelopment
  • 19.5 Basic principles for reusable solutions
  • 19.6 The value of architecture
  • 19.7 The value of ignorance
  • 20 Designing for smartphones
  • 20.1 The licensing question
  • 20.2 Focus on strategy
  • 20.3 Smartphone heritage
  • 20.4 Active objects
  • 20.5 Power management
  • 20.6 Beware stray signals
  • 20.7 Final comments on asynchronous events
  • Part 4 Human aspects of smartphone projects
  • 21 The essential role of the project manager
  • 21.1 Focus
  • 21.2 Project manager vs. technical lead vs. product manager
  • 21.3 Project review meetings
  • 21.4 Commercial negotiations with third parties
  • 21.5 Project manager authority
  • 22 The essential role of the support network
  • 22.1 Pros and cons of support consultants
  • 22.2 Cultivating connections
  • 22.3 Building a team out of nothing
  • 22.4 Helping consultants to be effective
  • 23 The essential role of renewal
  • 23.1 The role of the post partum
  • 23.2 Line management skills
  • 23.3 Circulation of team members
  • 23.4 Principles of collaboration
  • 23.5 The increasing importance of software
  • 23.6 A guide for software leaders
  • 23.7 Symbian OS renewal
https://drive.google.com/open?id=1VvPpVCRI6o8He3zXa3iPJ4-6rQJp514c


Thursday 8 March 2018

PROFESSIONAL Android Sensor Programming

ANDROIDS ARE ALIVE. THEY CAN LOCATE THEMSELVES, see, listen, and understand speech. They can sense radio signals and detect orientation, movement, and environmental properties. Can your computer do all of that?

The availability of sensors is one feature Android devices have that makes them different from other
computers. Without sensors, an Android device is just an underpowered, mobile web browser with a
screen that is too small and has an awkward input mechanism.

Sensors also allow apps to do amazing things. For example, sensors can help save users from painfully slow manual input and manipulation, and sensors can help users do tasks that they could never do before. Because of this, it may be essential for an app to incorporate sensors to be successful.

Sensors will continue to be an important part of the Android platform. As the hardware specifications of Android devices improve, so do the number of available sensors and their quality. While this happens, users will continue to expect apps to use any existing and new sensors when possible. Therefore, using Android’s sensors is a crucial skill for any Android programmer to master. This book gives you the knowledge and code you need to develop this skill and make great apps that use sensors.


The Complete Guide to Google Android

Google's move into mobile started back in 2005, when the internet search giant acquired a small startup company called Android, Inc. Rumours immediately began to surface that Google was planning to develop its own challenger to Apple's Iphone.

As things turned out, it wasn't just about one phone - and Google wasn't only the company working on the project. In November 2007, the Open Handset Alliance, a consortium of 47 hardware, software and telecoms companies, unveiled Android, a brand new mobile platform based on the open-source Linux operating system.



PROFESSIONAL ANDROID 2 APPLICATION DEVELOPMENT

Now is an exciting time for mobile developers. Mobile phones have never been more popular, and powerful smartphones are now a popular choice for consumers. Stylish and versatile phones packing hardware features like GPS, accelerometers, and touch screens, combined with fixed-rate, reasonably priced data plans provide an enticing platform upon which to create innovative mobile applications. A host of Android handsets are now available to tempt consumers, including phones with QVGA screens and powerful WVGA devices like the Motorola Droid and the Google Nexus One. The real win though, is for developers. With much existing mobile development built on proprietary operating systems that restrict the development and deployment of third-party applications, Android offers an open alternative. Without artificial barriers, Android developers are free to write applications that take full advantage of increasingly powerful mobile hardware and distribute them in an open market. As a result, developer interest in Android devices has exploded as handset sales have continued to grow.

In 2009 and the early parts of 2010 more than 20 Android handsets have been released from OEMs including HTC, Motorola, LG, Samsung, and Sony Ericsson. Android devices are now available in over 26 countries on more than 32 carriers. In the United States, Android devices are available on all four major carriers: T-Mobile, Verizon, AT&T, and Sprint. Additionally, you can now buy the unlocked Google Nexus One handset directly from Google at http://www.google.com/phone. Built on an open source framework, and featuring powerful SDK libraries and an open philosophy, Android has opened mobile phone development to thousands of developers who haven’t had access to tools for building mobile applications. Experienced mobile developers can now expand into the Android platform, leveraging the unique features to enhance existing products or create innovative new ones.

Using the Android Market for distribution, developers can take advantage of an open marketplace, with no review process, for distributing free and paid apps to all compatible Android devices. This book is a hands-on guide to building mobile applications using version 2 of the Android software development kit. Chapter by chapter, it takes you through a series of sample projects, each introducing new features and techniques to get the most out of Android. It covers all the basic functionality as well as exploring the advanced features through concise and useful examples. Google’s philosophy is to release early and iterateoften. Since Android’s first full release in October 2008, there have been seven platform and SDK releases. With such a rapid release cycle, there are likely to be regular changes and improvements to the software and development libraries. While the Android engineering team has worked hard to ensure backwards compatibility, future releases are likely to date some of the information provided in this book. Nonetheless, the explanations and examples included here will give you the grounding and knowledge needed to write compelling mobile applications using the current SDK, along with the flexibility to quickly adapt to future enhancements.


Android UI Fundamentals Develop and Design

There is a revolution happening in the technology industry. Touchscreen interfaces, combined with low-cost and ubiquitous smartphones, have created a perfect storm for disruptive innovation. Android is at the forefront of this change, bringing a free and open-source platform on which developers can create the next generation of applications. With free development tools and an open market, anyone can develop applications that reach a worldwide market. But why choose to develop for Android?
Android now runs on the majority of smartphones in the United States. And it’s quickly expanding into new markets and device types. The last year has seen the introduction of hundreds of Android-based tablets, including the hit Kindle Fire. Google has ported Android to TVs with its Google TV platform, and many manufacturers are beginning to ship TVs with Android built in. Boeing has selected

Android as the entertainment platform for its new Dreamliner jet. Ford is integrating Android into its in-dash SYNC entertainment system. And Android is quickly gaining traction in the developing world, especially in Africa, where the need for low-cost handsets is greatest. Yet for all of the platform’s promise, the majority of Android applications still lack the visual polish of their iOS counterparts. This book aims to address that issue by providing developers with a solid foundation for building app UIs. It will cover the basics of UI development on Android, teach best practices for creating flexible layouts, and give you tips on how to optimize your UI for smooth, fluid performance. I created this book in the hope that it will help developers to create beautiful applications. Who am I? I’ve been developing software professionally for almost ten years, and I’ve focused on embedded and mobile software for the last five. In my day job, I work for one of the top Android development companies and write code that millions of people use every day. Android development can be difficult at times, and the challenges of supporting such a diversity of devices can be daunting. But with a good idea, a solid understanding of the framework, and a little persistence, anyone can create a great app that is used by millions of people.

I hope you’ll enjoy reading this book as much as I enjoyed writing it for you.



Beginning Android Application Development

 Android is now a formidable mobile operating system, with a following no less impressive than the iPhone. Having gone through all the growing pains of Android, I think now is the best time to start learning about Android programming — the APIs have stabilized,and the tools have improved. But one challenge remains: getting started is still an elusive goal for many. It was with this challenge in mind that I was motivated to write this book, one that could benefit beginning Android programmers and enable them to write progressively more sophisticated applications.