It's true: you can build native apps for iOS, Android, and Windows Phone with C# and the .NET Framework--with help from MonoTouch and Mono for Android. This hands-on guide shows you how to reuse one codebase across all three platforms by combining the business logic layer of your C# app with separate, fully native UIs. It's an ideal marriage of platform-specific development and the "write once, run everywhere" philosophy.
By building a series of simple applications, you'll experience the advantages of using .
Joomla! is one of the most popular open source Content Management Systems, actively developed and supported by a world-wide user community. Although it's a fun and
feature-rich tool, it can be challenging to get beyond the basics with Joomla! and build a mobile website that meets your needs perfectly. Using this book you can create dynamic, interactive mobile web sites that perfectly fit your needs.
Learn to build and optimize attractive, functional web sites for smartphones Today, mobile devices outnumber desktop and laptop computers three to one. Skill in developing web sites that work on mobile devices is in demand, and this friendly, step-by-step guide shows how to build and optimize sites using HTML5 and other standard web development tools.
Adobe Flash is an ideal choice for developing rich interactive content for "Flash-enabled" mobile devices; and with this book, you'll learn how to create unique applications with Flash Lite. Through a series of code samples and extensive example applications, you'll explore the core concepts, key features, and best practices of the Flash Lite player. Coverage reveals various ways to develop Flash mobile content, create applications with a cross-platform programming framework based on the Model, View and Controller concept, and use a number of open web and device manufacturer service APIs....
in this book, I explore all aspects of developing mobile applications using Flash CS5 and Flash Builder for Android and iOS apps. You’ll discover how to build an app, and install, and debug it on your mobile device. I then walk you through each key topic related to mobile Flash app development, including multitouch events, motion sensor, accelerometer, GPS, mobile services integration, and persistent data storage.
With employees, rather than the IT department, now driving the decision of which devices to use on the job, many companies are scrambling to integrate enterprise applications. Fortunately, enterprise developers can now create apps for all major mobile devices using C#/.NET and Mono, languages most already know. A team of authors draws on their vast experiences to teach you how to create cross-platform mobile applications, while delivering the same functionality to PC's, laptops and the web from a single technology platform and code-base.
The idea of writing this book emerged from the last book Elad coauthored called AdvancED lex 3. In the previous book, Elad wrote an 80-page chapter about mobile devices. Before that book was printed, the team realized that writing a chapter covering Flash Lite may not be suitable for a Flex 3 book, and the chapter was dropped. After a conversation with Clay Andres in Manhattan about trends, technology, Flex, and mobile, Elad and Clay decided that they should do the extraordinary and combine Flash Lite with emerging technologies, taking into account the release of Flash Player 10 on mobile...
This is a most excellent book: very well written, easy to read, and fun. In addition, any of Android’s quirks are explained along with just the right amount of detail to ensure quality programming principles are followed. Anthony Stevens Founder and CTO, PocketJourney and Top 20 Winner of Google Android Competition Ed Burnette covers an impressive amount of ground in a nicely compact book while retaining the popular Pragmatic style.
Government information is often not mobile friendly;
increasing accessibility (especially of local information) is
one way libraries can serve diverse users. Some libraries
are providing services of this type in a desktop-oriented
way already. This chapter discusses tools that can be used
to make such sites more mobile friendly, including ones
requiring little funds or technical background.
The most obvious way to leverage patrons’ mobile
devices is to put content on the Web.
Step-by-step instructions carefully walk you through the most common HTML5 mobile development tasks.
Quizzes and Exercises at the end of each chapter help you test your knowledge.
By the Way notes present interesting information related to the discussion.
Dreamweaver is the most powerful and industry-leading web design software that utilizes innovative web technologies such as HTML5, CSS3, and jQuery for web and mobile development. These technologies have radically reconfigured the process of designing the web content and function in the widest possible range of browsing environments ranging from desktops to mobile devices.
How do I create fast and responsive mobile websites that work across a range of platforms?
For developers dealing with the proliferation of mobile devices each with unique screen sizes
and performance limitations, it is an important question. This cookbook provides the answer.
You will learn how to apply the latest HTML5 mobile web features effectively across a range
of mobile devices.
HTML5 Mobile Development Cookbook will show you how to plan, build, debug, and optimize
iPhone is the world's hottest application market: more than 500,000 developers have downloaded Apple's iPhone software development kit in just one year. Now there's a friendly, accessible guide to iPhone development for every programmer, regardless of experience. In just 24 lessons of one hour or less, Sams Teach Yourself iPhone Application Development in 24 Hours will help beginning iPhone and mobile developers
“If you have been considering buying a book about mobile development that is cross‑browser and cross‑vendor, you should stop right now and buy Head First Mobile Web. It’s written by amazingly smart people [who] have great experience on mobile and don’t stop at one platform, but work on all of them. Many developers spend days arguing [whether] they should go native or web. This book smoothly goes from introductory topics to advanced ones, giving you all the needed information to create exciting content for mobile.
IN RECENT YEARS, MOBILE DEVICES have gained popularity due to lower costs, small and sleek
sizes, and the capability to act as a computer with you at all times. The increased use of mobile
devices has created new issues for developers and network administrators, such as how to secure
the devices, how to deal with increases in bandwidth, and how to make existing codebases usable
on a device ten times smaller than it was designed for.
This book discusses these problems and many more, with a detailed overview of how to get started
developing for a variety of mobile devices.
It seems an obvious question to ask at the beginning of an HLSL and shader book; what
exactly is a shader? It’s a small program or algorithm written explicitly to run on a
computer Graphics Processing Unit (GPU). It provides a way for developers to extend
the rendering capabilities of the GPU. Any program that works closely with graphics will
benefit from using shaders. The video game industry spins off custom shaders by the
thousands, they are as vital to game projects as business entity classes are to line of
AdvancED Flash on Devices begins with a discussion of the mobile development landscape—the different players, tools, hardware, platforms, and operating systems. The second part of the book covers Flash Lite and how to take advantage newer features supported in Flash Lite 3.x. Then, the book covers AIR applications for multiple screens and includes topics such as:
While media buzz regularly circulates around iPhone and Android, Nokia still leads the pack in terms of world market share. Symbian, for instance, remains the most widely used mobile operating system. With Nokia's open development platform, the opportunities available for mobile developers to target this vastly popular operating system are abundant and clear.
GSM (Global System for Mobile Communications, originally Groupe Spécial Mobile), is a standard set developed by the European Telecommunications Standards Institute (ETSI) to describe technologies for second generation (2G) digital cellular networks. Developed as a replacement for first generation (1G) analog cellular networks, the GSM standard originally described a digital, circuit switched network optimized for full duplex voice telephony.
Symbian OS C++ for Mobile Phones Volume 3 draws on the experience of Symbian’s own engineers to provide a thorough grounding in writing C++ applications for mobile phones that use Symbian OS version 9.0 and beyond. It won’t teach youeverything you need to know about developing Symbian OS applications – no single book could do that. However, it will take you a long way along the road to being an effective Symbian
OS developer, and give you a deep understanding of the fundamental principles upon which Symbian OS is based...