The document provides an overview of iOS development including:
- The iOS platform and SDK for developing iPhone and iPad apps
- Using Xcode and Objective-C as the main programming language
- Setting up the development environment and registering as an Apple developer
- Key aspects of the development process like debugging, deploying and distributing apps
- Common iOS frameworks like Cocoa Touch and Core Location that aid app development
This document provides an overview of developing Android applications. It discusses installing the necessary tools like the Android SDK and Eclipse plugin. It describes creating an Android project in Eclipse, including specifying the SDK location. It explains app components like activities and services. It provides an example of adding maps functionality by configuring the manifest file and getting an API key. The document is a tutorial that introduces major Android development concepts in a brief and high-level manner.
This document provides an overview of Android application development including:
- Android uses a modified Linux kernel and allows developers to write code in Java.
- Common layouts for user interfaces include linear, relative, frame, and list views.
- Applications need to support multiple screen sizes by providing different layouts and resources.
- Challenges in app development include choosing the right IDE, implementing user interactions like spinners and clicks, managing activities, and optimizing layouts.
This document provides an introduction to Xcode, the integrated development environment (IDE) for building iOS apps. It describes the main parts of Xcode including the navigator panel, inspector panel, libraries and frameworks. It also explains key concepts like the model-view-controller (MVC) pattern, outlets and actions, view controllers and their lifecycles, navigation controllers, table views, and the iOS application lifecycle.
The document provides a lab guide for setting up an Android development environment and developing a simple mobile app. The guide includes 5 labs that cover: 1) Setting up the development environment and SDK, 2) Developing a basic BMI calculator app, 3) Examples of integrating camera, GPS, accessibility features and embedded web content, 4) Submitting the mobile app to an application store, and 5) Reporting and statistics collection. Each lab provides step-by-step instructions and code examples to complete the tasks.
This document provides instructions for setting up an environment for Android development. It discusses downloading and installing the Java Development Kit (JDK), Android SDK, and Android Studio. It also covers configuring a real Android device or emulator for testing apps. The document demonstrates creating a basic "Hello World" Android app in Android Studio and reviewing the underlying code and manifest file. It then briefly describes a more advanced app that scans for nearby WiFi access points when a button is pressed.
The document provides an overview of setting up an Android development environment and creating basic Android applications. It discusses installing the Android SDK and Eclipse IDE, creating Android Virtual Devices, using the Android emulator, and understanding key Android application components like activities, services, and intents. The document also covers building user interfaces with XML layouts, handling user input, and moving between activities.
The document provides an overview of React Native, comparing it to other frameworks like Ionic and native mobile development. It discusses that React Native is a JavaScript framework that allows building iOS and Android apps using the same code base. It outlines key components of React Native like Views, Text, and how to handle touch interactions. It also covers how to set up a basic React Native app, debug it, and handle navigation between screens using the react-navigation library.
This document provides an overview of programming graphical user interfaces (GUIs) in Java using the Abstract Window Toolkit (AWT) and Swing APIs. It discusses AWT containers like Frame, Panel, and Dialog which are used to hold components in layouts. Common AWT components include buttons, labels, text fields. It also covers key concepts like events, listeners and layout managers for positioning components. The document is an introduction to building GUIs in Java using the standard classes and APIs.
This document provides an overview of developing Android applications. It discusses installing the necessary tools like the Android SDK and Eclipse plugin. It describes creating an Android project in Eclipse, including specifying the SDK location. It explains app components like activities and services. It provides an example of adding maps functionality by configuring the manifest file and getting an API key. The document is a tutorial that introduces major Android development concepts in a brief and high-level manner.
This document provides an overview of Android application development including:
- Android uses a modified Linux kernel and allows developers to write code in Java.
- Common layouts for user interfaces include linear, relative, frame, and list views.
- Applications need to support multiple screen sizes by providing different layouts and resources.
- Challenges in app development include choosing the right IDE, implementing user interactions like spinners and clicks, managing activities, and optimizing layouts.
This document provides an introduction to Xcode, the integrated development environment (IDE) for building iOS apps. It describes the main parts of Xcode including the navigator panel, inspector panel, libraries and frameworks. It also explains key concepts like the model-view-controller (MVC) pattern, outlets and actions, view controllers and their lifecycles, navigation controllers, table views, and the iOS application lifecycle.
The document provides a lab guide for setting up an Android development environment and developing a simple mobile app. The guide includes 5 labs that cover: 1) Setting up the development environment and SDK, 2) Developing a basic BMI calculator app, 3) Examples of integrating camera, GPS, accessibility features and embedded web content, 4) Submitting the mobile app to an application store, and 5) Reporting and statistics collection. Each lab provides step-by-step instructions and code examples to complete the tasks.
This document provides instructions for setting up an environment for Android development. It discusses downloading and installing the Java Development Kit (JDK), Android SDK, and Android Studio. It also covers configuring a real Android device or emulator for testing apps. The document demonstrates creating a basic "Hello World" Android app in Android Studio and reviewing the underlying code and manifest file. It then briefly describes a more advanced app that scans for nearby WiFi access points when a button is pressed.
The document provides an overview of setting up an Android development environment and creating basic Android applications. It discusses installing the Android SDK and Eclipse IDE, creating Android Virtual Devices, using the Android emulator, and understanding key Android application components like activities, services, and intents. The document also covers building user interfaces with XML layouts, handling user input, and moving between activities.
The document provides an overview of React Native, comparing it to other frameworks like Ionic and native mobile development. It discusses that React Native is a JavaScript framework that allows building iOS and Android apps using the same code base. It outlines key components of React Native like Views, Text, and how to handle touch interactions. It also covers how to set up a basic React Native app, debug it, and handle navigation between screens using the react-navigation library.
This document provides an overview of programming graphical user interfaces (GUIs) in Java using the Abstract Window Toolkit (AWT) and Swing APIs. It discusses AWT containers like Frame, Panel, and Dialog which are used to hold components in layouts. Common AWT components include buttons, labels, text fields. It also covers key concepts like events, listeners and layout managers for positioning components. The document is an introduction to building GUIs in Java using the standard classes and APIs.
This document provides an overview and summary of Xcode 4.2, including:
- Xcode 4.2 supports Mac OS X 10.7 Lion and iOS SDK 5. It includes a new single window interface, integrated Interface Builder, and improved debugging tools.
- New features include storyboarding support in Interface Builder, an OpenGL ES graphical debugger, ARC compiler support, and additional bug fixes and performance improvements.
- Xcode requires an Intel-based Mac running Mac OS X 10.7 Lion or later. It installs the Xcode IDE, Instruments analysis tool, iOS Simulator, and SDKs for development.
The document discusses Xcode, the integrated development environment (IDE) for developing iPhone applications. It describes Xcode's main features, including the source code editor, Interface Builder for visual editing of interfaces, and Cocoa Touch frameworks. It also summarizes Xcode's interface with panes for file navigation and editing, and tools for code completion, documentation lookup, and debugging during development.
Prepared for a small team sharing session.
It was meant to be a 20 mins sharing to fellow developers who have otherwise had no exposure or experience to Objective-C or GUI programming.
The document discusses the iPhone SDK and its core components. It describes how view controllers work in the SDK, including how they load views from nibs, respond to memory warnings, and handle the view lifecycle through methods like viewDidLoad and viewWillAppear. It also provides an example of initializing and implementing a view controller class.
Configure & send push notification on i os deviceShepHertz
To help with the configuration of push notifications in iOS apps, we have come up with a comprehensive tutorial that covers some of the difficult steps such as configuring your own service and creating p12 files among other necessary tasks.
Android application development workshop day1Borhan Otour
This document summarizes an Android application development workshop covering building a "Hello World" app over the course of two days. Day 1 focuses on setting up the development environment, creating a new project with activities and views, and using intents to connect activities. Specific topics covered include the Android system architecture, installing the SDK and IDE, building the first app in an emulator, project structure, layouts, and the intent system for inter-activity communication. Day 2 will cover resources and layouts in more depth.
This document provides an introduction and overview of Android application development. It discusses what Android is, how to install the necessary development tools like Eclipse and the Android SDK, and covers Android application fundamentals such as the different application components and the Android manifest file. It also demonstrates how to create a simple "Hello World" Android application in Eclipse by setting up an Android virtual device, creating an Android project, writing the code, and running the app on the emulator.
The new build mechanism replacing Ant for Android development is based on Gradle, the popular build tool from the Groovy ecosystem. Ken Kousen introduces you to Gradle for Android developers and shows how easy it is to integrate Gradle into Android projects. We’ll show the latest version of the Android Studio IDE to develop applications. Join Ken to discuss using the Android plugin for Gradle; adding dependencies and alternate repositories; creating custom tasks; implementing both unit and integration tests; using alternative build types, product flavors, and variants; and more. Leave with an appreciation and understanding of Gradle and how to use it in your development environment.
The document is a slide presentation on writing a first Android app using Eclipse. It covers topics such as the compilation tools, importing and exploring an existing project in Eclipse, the key folders and files that make up an Android app, basics of the Android GUI and XML layouts, and debugging techniques.
This document provides an overview and introduction to developing applications for the Windows 8 platform. It covers WinRT basics, best practices for architecture and patterns like MVVM, using pickers and contracts to integrate app functionality, tiles and notifications for live updates and notifications, and resources for further information.
This document describes an Objective-C programming demo for fractions without a user interface. It defines a Fraction class with numerator and denominator properties. The Fraction class implements a print method to output the fraction values. Header and implementation files are provided for the Fraction class. The main method constructs a Fraction object and sets its numerator property as an example.
I have seen many of the students and mobile users are attracted to smartphone and their mobile applications. This is the start to code an Android application at basic level
Android - From Zero to Hero @ DEVit 2017Ivo Neskovic
The workshop deals with the design and implementation of applications for mobile devices using the Android operating system. Participants work at all stages of the development life-cycle from inception to deployment, whilst considering usability and device capabilities for a mobile application capable of meeting a functional specification. Participants are introduced to the programming environment for application development and have a hands-on approach to programming using the appropriate programming languages.
This document provides an overview of Android including:
- Android is an open source software platform and operating system for mobile devices based on the Linux kernel.
- It allows developers to write managed code using the Java programming language and includes features like views, content providers, notifications and more.
- The Android SDK provides tools for building, testing and debugging Android apps and uses a specific project structure.
- Input controls like buttons, text fields, checkboxes and spinners allow users to interact with apps. Attributes define behaviors of these controls.
- Screen size, density, resolution and orientation impact user interfaces and alternative resources support different densities.
This document provides an overview of Android basics including UI elements, views, view groups, common layouts, buttons, text views, lists views, grid views, and fragments. It discusses the view hierarchy and how views and view groups are arranged in a tree structure. It provides examples of linear, relative, grid and list layouts and how to define buttons, text fields, labels and other widgets. It also covers topics like event handling, populating spinners and pickers, and using fragments in an Android application.
This document provides an overview of creating a basic Eclipse Rich Client Platform (RCP) application, including setting up the necessary plug-in project, defining perspectives and views, and implementing core classes like Application, WorkbenchAdvisor, and Perspective. It describes how to add new views to a perspective and launch the RCP application. The key classes involved in startup and initialization of the Eclipse workbench are also explained.
The document discusses different types of views and view groups in Android user interface development. It describes layouts like LinearLayout, RelativeLayout and FrameLayout that extend the ViewGroup class. These layouts allow arranging views in different orientations using attributes like layout_width, layout_height, layout_weight etc. The document also talks about defining views and layouts in XML files or programmatically at runtime.
Objective-C is an object-oriented programming language that is a superset of C. It was developed in the 1980s on top of C to provide object-oriented capabilities. Objective-C uses classes and messages to define methods and invoke behaviors on objects. Developers create classes with properties and methods to define behaviors and attributes for objects. Memory is managed through retain counts, and objects communicate by sending messages to each other to invoke methods.
The document provides an overview of the anatomy and key components of an iOS application. It discusses how code is compiled, Nib files define the user interface elements, resources like images and strings are included, and the Info.plist file contains app configuration details. It also covers how the UIApplicationMain function creates the UIApplication instance and loads the main Nib file, how delegates are used to handle events, and how outlets and actions connect interface elements to code.
This document provides an overview and summary of Xcode 4.2, including:
- Xcode 4.2 supports Mac OS X 10.7 Lion and iOS SDK 5. It includes a new single window interface, integrated Interface Builder, and improved debugging tools.
- New features include storyboarding support in Interface Builder, an OpenGL ES graphical debugger, ARC compiler support, and additional bug fixes and performance improvements.
- Xcode requires an Intel-based Mac running Mac OS X 10.7 Lion or later. It installs the Xcode IDE, Instruments analysis tool, iOS Simulator, and SDKs for development.
The document discusses Xcode, the integrated development environment (IDE) for developing iPhone applications. It describes Xcode's main features, including the source code editor, Interface Builder for visual editing of interfaces, and Cocoa Touch frameworks. It also summarizes Xcode's interface with panes for file navigation and editing, and tools for code completion, documentation lookup, and debugging during development.
Prepared for a small team sharing session.
It was meant to be a 20 mins sharing to fellow developers who have otherwise had no exposure or experience to Objective-C or GUI programming.
The document discusses the iPhone SDK and its core components. It describes how view controllers work in the SDK, including how they load views from nibs, respond to memory warnings, and handle the view lifecycle through methods like viewDidLoad and viewWillAppear. It also provides an example of initializing and implementing a view controller class.
Configure & send push notification on i os deviceShepHertz
To help with the configuration of push notifications in iOS apps, we have come up with a comprehensive tutorial that covers some of the difficult steps such as configuring your own service and creating p12 files among other necessary tasks.
Android application development workshop day1Borhan Otour
This document summarizes an Android application development workshop covering building a "Hello World" app over the course of two days. Day 1 focuses on setting up the development environment, creating a new project with activities and views, and using intents to connect activities. Specific topics covered include the Android system architecture, installing the SDK and IDE, building the first app in an emulator, project structure, layouts, and the intent system for inter-activity communication. Day 2 will cover resources and layouts in more depth.
This document provides an introduction and overview of Android application development. It discusses what Android is, how to install the necessary development tools like Eclipse and the Android SDK, and covers Android application fundamentals such as the different application components and the Android manifest file. It also demonstrates how to create a simple "Hello World" Android application in Eclipse by setting up an Android virtual device, creating an Android project, writing the code, and running the app on the emulator.
The new build mechanism replacing Ant for Android development is based on Gradle, the popular build tool from the Groovy ecosystem. Ken Kousen introduces you to Gradle for Android developers and shows how easy it is to integrate Gradle into Android projects. We’ll show the latest version of the Android Studio IDE to develop applications. Join Ken to discuss using the Android plugin for Gradle; adding dependencies and alternate repositories; creating custom tasks; implementing both unit and integration tests; using alternative build types, product flavors, and variants; and more. Leave with an appreciation and understanding of Gradle and how to use it in your development environment.
The document is a slide presentation on writing a first Android app using Eclipse. It covers topics such as the compilation tools, importing and exploring an existing project in Eclipse, the key folders and files that make up an Android app, basics of the Android GUI and XML layouts, and debugging techniques.
This document provides an overview and introduction to developing applications for the Windows 8 platform. It covers WinRT basics, best practices for architecture and patterns like MVVM, using pickers and contracts to integrate app functionality, tiles and notifications for live updates and notifications, and resources for further information.
This document describes an Objective-C programming demo for fractions without a user interface. It defines a Fraction class with numerator and denominator properties. The Fraction class implements a print method to output the fraction values. Header and implementation files are provided for the Fraction class. The main method constructs a Fraction object and sets its numerator property as an example.
I have seen many of the students and mobile users are attracted to smartphone and their mobile applications. This is the start to code an Android application at basic level
Android - From Zero to Hero @ DEVit 2017Ivo Neskovic
The workshop deals with the design and implementation of applications for mobile devices using the Android operating system. Participants work at all stages of the development life-cycle from inception to deployment, whilst considering usability and device capabilities for a mobile application capable of meeting a functional specification. Participants are introduced to the programming environment for application development and have a hands-on approach to programming using the appropriate programming languages.
This document provides an overview of Android including:
- Android is an open source software platform and operating system for mobile devices based on the Linux kernel.
- It allows developers to write managed code using the Java programming language and includes features like views, content providers, notifications and more.
- The Android SDK provides tools for building, testing and debugging Android apps and uses a specific project structure.
- Input controls like buttons, text fields, checkboxes and spinners allow users to interact with apps. Attributes define behaviors of these controls.
- Screen size, density, resolution and orientation impact user interfaces and alternative resources support different densities.
This document provides an overview of Android basics including UI elements, views, view groups, common layouts, buttons, text views, lists views, grid views, and fragments. It discusses the view hierarchy and how views and view groups are arranged in a tree structure. It provides examples of linear, relative, grid and list layouts and how to define buttons, text fields, labels and other widgets. It also covers topics like event handling, populating spinners and pickers, and using fragments in an Android application.
This document provides an overview of creating a basic Eclipse Rich Client Platform (RCP) application, including setting up the necessary plug-in project, defining perspectives and views, and implementing core classes like Application, WorkbenchAdvisor, and Perspective. It describes how to add new views to a perspective and launch the RCP application. The key classes involved in startup and initialization of the Eclipse workbench are also explained.
The document discusses different types of views and view groups in Android user interface development. It describes layouts like LinearLayout, RelativeLayout and FrameLayout that extend the ViewGroup class. These layouts allow arranging views in different orientations using attributes like layout_width, layout_height, layout_weight etc. The document also talks about defining views and layouts in XML files or programmatically at runtime.
Objective-C is an object-oriented programming language that is a superset of C. It was developed in the 1980s on top of C to provide object-oriented capabilities. Objective-C uses classes and messages to define methods and invoke behaviors on objects. Developers create classes with properties and methods to define behaviors and attributes for objects. Memory is managed through retain counts, and objects communicate by sending messages to each other to invoke methods.
The document provides an overview of the anatomy and key components of an iOS application. It discusses how code is compiled, Nib files define the user interface elements, resources like images and strings are included, and the Info.plist file contains app configuration details. It also covers how the UIApplicationMain function creates the UIApplication instance and loads the main Nib file, how delegates are used to handle events, and how outlets and actions connect interface elements to code.
Code camp 2011 Getting Started with IOS, Una DalyUna Daly
Presentation at Code Camp on Oct 8, 2011, 1:15 pm in the Foothill College Cafeteria. Overview of iOS Platform and development with demonstration of building two applications that demonstrate the model-view-controller architecture and feature buttons, textfields, labels, and alerts.
The document summarizes an introduction to iOS application development using Objective-C. It outlines the tools and knowledge needed to get started, explains core concepts like the MVC design pattern and Objective-C syntax. It then demonstrates three "Hello World" examples: 1) programmatically adding graphical elements, 2) using Interface Builder, and 3) adding elements to a view controller. The document provides resources for learning iOS development.
The Content helps those who wish to program mobile applications using android platform. The content has been used to conduct mobile application boot camps using android platform on different regions in Tanzania
Introduction To Google Android (Ft Rohan Bomle)Fafadia Tech
- Android is an open source software platform and operating system for mobile devices based on the Linux kernel. It allows developers to write managed code using Java and also supports C/C++.
- The Android SDK provides developers with tools like the Android Debug Bridge (adb) and an emulator to help develop and test Android applications. Eclipse IDE with the Android Development Tools plugin can be used to streamline the development process.
- Common Android application components include Activities for screens, Services for background tasks, Intents for communications between components, and Notifications. There is a standard file structure and applications declare their components in the AndroidManifest file.
React Native for multi-platform mobile applicationsMatteo Manchi
Since its 2013 release, React has brought a new way to design UI components in the world wide web. The same foundamentals have been taken to another important environment in our contemporary world: the mobile application.
This month we'll see the philosophy behind React Native - learn once, write anywhere - and how this new framework helps new developers to build native apps using React.
This document provides an overview of developing mobile applications for iOS. It discusses creating classes and objects in Objective-C, including .h and .m files, alloc and init methods, and NSLogging. It also covers the model-view-controller framework, creating user interfaces with nibs/xibs and storyboards, and the layered iOS architecture including the Cocoa Touch, Media, and Core Services layers. The document is presented by Amr Elghadban and includes information about his background and contact details.
- Pebble was founded in 2011 and launched its first smartwatch in 2013 through a record breaking Kickstarter campaign. It has since launched additional models.
- There are two types of Pebble apps: PebbleFace apps developed using C SDK and PebbleApp apps developed using JavaScript. CloudPebble is an online IDE for developing PebbleFace apps without installing any software.
- Pebble apps utilize services like Bluetooth, battery, and time to respond to device events and update their UI. Common elements include windows, layers, and text layers. Buttons can be configured to handle click events.
The document provides an overview of creating a first app in Titanium. It discusses setting up the tiapp.xml configuration file, adding platform specific code, using CommonJS modules to organize JavaScript code, implementing localization with resource strings, and differences between developing native and mobile web apps in Titanium.
This document provides an introduction to Android programming, covering Moore's law and mobile device hardware capabilities, the Android software development checklist, basics of the Android graphical user interface, getting started with Android code, and running your first "Hello World" Android app. Key topics include the ingredients needed for an Android app, using XML to define app layout and components, implementing activities and handling events, and describing the app in the Android manifest file.
The document provides instructions for creating and running a basic "Hello World" Android application in Android Studio. It discusses creating a new project with an activity, adding a layout file with XML, adding a button and handling button click events either within the activity or with a separate listener class. It also covers running the app in an Android emulator, including selecting a device, launching the emulator if needed, and interacting with the app within the emulator.
This document provides an overview of the iOS development process, from development in Xcode to distributing apps on the App Store. It discusses the core components of iOS like Xcode, Objective-C, UIKit and Cocoa Touch frameworks. The document explains how to set up the development environment, design app interfaces, code apps using Objective-C and common iOS design patterns. It also outlines the steps to test apps on real devices and submit apps to the App Store for distribution.
Use Eclipse technologies to build a modern embedded IDEBenjamin Cabé
This document discusses requirements for developing an embedded integrated development environment (IDE) using Eclipse technologies. It describes using Eclipse Modeling Framework (EMF) to model embedded projects. It also discusses using EMF validation, Graphical Modeling Framework (GMF) editors, Xpand for code generation, and the CDT and DLTK plugins for code editing. The IDE will integrate model and code editing with compilation, communication with targets via the Target Communication Framework (TCF) and Remote System Explorer (RSE). The goal is to leverage the Eclipse ecosystem to quickly create a complex IDE environment focused on embedded development.
This document provides an overview of developing Android applications. It discusses key Android concepts like activities, services, and manifest files. It also outlines the steps to set up an Android development environment in Eclipse, including installing the Android SDK and ADT plugin. It describes how to create a basic Android project structure with resources like layouts defined in XML. It also covers debugging tools and techniques like Logcat logging.
The document describes a lab manual for a mobile application development course. It includes objectives of the course such as understanding mobile app development frameworks and designing mobile apps. It lists 12 experiments related to developing mobile apps using various features. The experiments include developing apps using GUI components, layout managers, database, GPS etc. It also lists the outcomes of the course and equipment required.
This document provides instructions for installing the Java Development Kit (JDK), Android SDK, Eclipse, and Android Development Tools (ADT) plugin to set up an Android development environment. It also demonstrates creating a basic "Hello World" Android project in Eclipse called "HelloAndroid" that displays plain text.
The document provides information about iOS programming using Objective C and Xcode. It discusses the requirements which include a Mac operating system and Xcode IDE. It explains the basics of Objective C like class declaration, implementation and main.m. It demonstrates how to add app icons, splash screens and handle orientations. It includes examples of creating a login demo with labels, text boxes and buttons. It also discusses deploying the app and additional resources for learning iOS development.
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Vibrant Technologies is headquarted in Mumbai,India.We are the best Business Analyst training provider in Navi Mumbai who provides Live Projects to students.We provide Corporate Training also.We are Best Business Analyst classes in Mumbai according to our students and corporators
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I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Building RAG with self-deployed Milvus vector database and Snowpark Container...Zilliz
This talk will give hands-on advice on building RAG applications with an open-source Milvus database deployed as a docker container. We will also introduce the integration of Milvus with Snowpark Container Services.
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Market share
Market Share 2012
Second mobile OS in usage
First mobile OS in revenue
First mobile OS in internet traffic
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+ Highest revenue for mobile OS
+ Little fragmentation (just iPhone and iPad)
+ Runs on high-end devices
+ Big developer community and excellent support
+ Many open-source libraries available
- Strictly controlled by Apple
- Development only possible in Mac OS
- Objective C is the main programming language
iOS: Advantages and disadvantages
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Technology
Application development in Objective C – a language that
adds Smalltalk-style messaging to C
Development done in Xcode on Mac OS devices
Debugging and running on phone done also in Xcode
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Installing development kit
Install Xcode IDE – newest version 4.6.1
Installing Xcode automatically installs iOS SDK
Xcode is free to download from Mac App store
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Apple developer program
Apple developer account is free
Apple developer program is not free – 99$/year
Registration done from https://developer.apple.com/programs/ios/
Registration process takes 3-5 days
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App Store / Marketplace
summary
iOS Android Windows Phone
Approval Process Yes No Yes
Distribution outside the store No Yes No
Fragmentation Very Little Yes Yes
Multiple stores / Marketplaces No Yes No
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Objective-C is an object oriented language
Follows ANSI C style coding with methods from Smalltalk
Flexible because almost everything is done at runtime:
•Dynamic Binding
•Dynamic Typing
•Dynamic Linking
It is used for both iOS and Mac OS development
Source files: .m, header files: .h
Has protocols, which work like interfaces in Java they specify a number of methods
a class must implement
Objective C
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Almost every object manipulation is done by sending objects a message
Two words within a set of brackets, the object identifier and the message to send:
[self.mainLabel setText:[self.mainTextInput text]];
Dot syntax:
self.mainLabel.text = self.mainTextInput.text;
Equivalent to C++ or Java’s:
this.mainLabel.setText( this.mainTextInput.text() );
Static methods start with +, instance methods with -:
+(id)defaultController vs. -(void)initLocationManager
Messages
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A collection of libraries developed by Apple to aid GUI development
Has a set of predefined classes and types such as NSNumber, NSString, NSDate
(NS stands for NeXT-sun)
Includes a root class NSObject where keywords like alloc, retain, and release come
from
Apple Human Interface Guidelines:
http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/Mobile
Cocoa API
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Objects are created dynamically using alloc keyword
Objects are automatically deallocated in latest Objective-C through automatic
reference counting (ARC)
ARC keeps an internal count of how many times an Object is 'needed'
System makes sure that objects that are needed are not deleted, and when an
object is not needed it is deleted
Memory allocation
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C++ vs. Objective-C
C++ Objective C
Adds OOP, metaprogramming
and generic programming to C
Only adds OOP to C
Comes with a std library Has no standard library; is
dependant on other libraries
Has numerous uses Mostly used for application
building
Large and complex code for OOP Simpler way of handling classes
and objects
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Delete default screen
Delete the default Table View Controller and add your own
View Controller by drag and drop
Right click from the navigation controller to View
Controller and choose root view controller relationship
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Add items to screen
Add items to screen by using drag and drop:
label, button and text edit
Attention!
Disable “Use Autolayout” from
View Controller properties if you
want application to work in iOS 5
and earlier
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Connect your class to the storyboard
Make the View Controller in the storyboard to be you class
Open Assistant editor
Drag and drop interface objects to you class h file to create connections
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Add an action to the button
Right click on the button
Choose “Touch Up Inside” and drag and
drop to the h file
Name the method that will be executed
when button is touched
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Add an action to the button
Name the method that will be executed when
button is touched
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Prepare application
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary
*)launchOptions
{
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Override point for customization after application launch.
self.window.backgroundColor = [UIColor whiteColor];
[self.window makeKeyAndVisible];
return YES;
}
Delete the gray bold text from didFinishLaunchingWithOptions
Go to the auto-generated AppDelegate file and include your own Ui class
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Run the applicationGo to project properties and set your storyboard as Main Storyboard
Press run in simulator
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Run the application on phone
Open the organizer
Log in with your
developer id
You need to be enroller
in developer program
Connect the phone to the
computer
Add the device to your
provisioning portal
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Include CoreLocation and MapKit
Go to your project properties, libraries and press to add
CoreLocation and MapKit for location and map support
By default, they are not added to your project
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Adding a Map View
Add a Map View to you main screen from the designer
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- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
CLLocationCoordinate2D location;
location.latitude = 62.598;
location.longitude = 29.745;
MKCoordinateRegion region;
MKCoordinateSpan span;
span.latitudeDelta=0.01;
span.longitudeDelta=0.01;
region.span=span;
region.center=location;
[mapView setDelegate:self];
[mapView addAnnotation:[[UEFPin alloc] initWithCoordinate:location andTitle:@"Joensuu Science
Park"]];
[mapView setRegion:region animated:TRUE];
[mapView regionThatFits:region];
}
Show a pin on the map
In your view controller viewDidAppear create the pin and
zoom to it
Create a location
Create a region
centered on location
Create the pin
Zoom to the region
Set self as map delegate
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- (MKAnnotationView *) mapView:(MKMapView *)mapView
viewForAnnotation:(id <MKAnnotation>) annotation{
MKPinAnnotationView *annView=[[MKPinAnnotationView alloc]
initWithAnnotation:annotation reuseIdentifier:@"MapPin"];
annView.pinColor = MKPinAnnotationColorGreen;
annView.animatesDrop=YES;
annView.showsCallout=YES;
return annView;
}
Show a pin on the map
Make your view controller implement MKAnnotation
protocol and implement viewForAnnotation method
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@interface LocationController : NSObject <CLLocationManagerDelegate>
// Class members: Location manager and current location container
@property (nonatomic, retain) CLLocationManager *locationManager;
@property (nonatomic, retain) CLLocation *currentLocation;
+ (id)defaultController; // Static singleton
// Init, start and stop Location Manager
- (void) initLocationManager;
- (void) startLocationManager:(CLLocationAccuracy)accuracy;
- (void) stopLocationManager;
@end
Handling locationCreate a class which implements CLLocationManagerDelegate protocol and
has a CLLocationManager object
Header file:
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#import "LocationController.h"
@implementation LocationController
@synthesize locationManager, currentLocation; // Autogenerate getters and setters
+ (id)defaultController {// Static singleton
static LocationController *sharedController = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedController = [[self alloc] init];
});
return sharedController;
}
- (id) init {// This will be called when instantiating object
self = [super init];
if (self != nil) {
[self initLocationManager]; // Custom init code
}
return self;
}
-(void) dealloc { // Called when deleting objects
if(self.locationManager != nil) [self.locationManager stopUpdatingLocation];
// Make sure all objects are nil so Automatic Reference Count will delete them
[self setLocationManager:nil];
[self setCurrentLocation:nil];
}
Handling location
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// This is called when location is updated
- (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:
(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation
{
NSDate* eventDate = newLocation.timestamp;
NSTimeInterval howRecent = [eventDate timeIntervalSinceNow];
if (abs(howRecent) < 60.0)
{
//Location timestamp is within the last 60.0 seconds, let's use it!
if(newLocation.horizontalAccuracy < kMaxGpsAccuracy){
currentLocation = newLocation;;
}
}
}
Handling location
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// Error handling
- (void)locationManager:(CLLocationManager *)manager didFailWithError:(NSError
*)error
{
NSString *errorString; switch([error code]) {
case kCLErrorDenied:
//Access denied by user
errorString = @"Access to Location Services denied by user“;
break;
case kCLErrorLocationUnknown:
//Probably temporary...
errorString = @"Location data unavailable“; break;
default:
errorString = @"An unknown error has occurred";
break;
}
NSLog(@"Error: %@“, errorString);
}
@end // End of class implementation
Handling location
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