The document discusses supporting multiple screens in Android. It notes that Android devices come in a wide variety of screen sizes, resolutions, and platform versions, creating fragmentation. The document outlines how Android addresses this through generalized screen sizes (small, normal, large, xlarge) and densities (ldpi, mdpi, hdpi, xhdpi). It recommends that developers use flexible layouts, density-independent pixels, and alternative drawables to build apps that can adapt across devices. Common responsive design patterns like grids and media queries are also suggested for building adaptive UIs.
[Droidcon]Developing Apps for Android on 2.x/3.x/4.xKenichi Kambara
Kenichi Kambara gave a presentation on developing apps for Android across multiple versions and devices. He discussed designing user interfaces to support different screen sizes and densities. He also covered using APIs like Fragments and the action bar across versions. Finally, he provided code examples for using lazy loading to access newer APIs on older platforms in a single APK. The talk aimed to provide tips for developing apps that work well on both handsets and tablets running Android 2.x through 4.x.
This document is a project report for an Android-based "Divide and Conquer" game app. It includes sections on the problem statement, proposed solution, research papers on Android technology, system requirements, tools to be used, and implementation plans. The app aims to enhance logical skills through dividing areas for a ball on the Android platform using Java and SQLite database. Limitations include issues on certain screen sizes and resolutions.
Display devices have always been an integral part of the PC experience.
Whether it is in the form of a desktop monitor, a notebook’s embedded
panel, or the touch screen of a PC tablet, display devices play a vital role in
defining the user’s visual experience.
The new display technologies integrated exclusively in the AMD Radeon™
HD 7700-7900 Series are designed to deliver new and unique experiences
with impressive performance in these different technologies.
ABC2011 Summer: Android UI and UX for the TabletsNobuya Sato
Android Bazaar and Conference 2011 Summer デザイントラック「Android UI and UX for Tablets」発表資料(2011年7月17日、早稲田大学)
※公開用に一部内容を修正
http://www.android-group.jp/abc2011s/
This document discusses UI design patterns for Android apps. It covers 5 common patterns: dashboards, action bars, search bars, quick actions, and companion widgets. For each pattern it provides examples, descriptions of common problems they address, and recommendations for implementing the patterns. It also discusses enabling device diversity and making apps look good on multiple screen sizes through techniques like autoscaling and multi-resolution assets.
Android l developer preview : know everything about google’s latest updateMike Taylor
Google announced the Android L developer preview which features a new user interface design following Google's Material Design guidelines. It includes more visual animations and interactions, improved notifications that are more interactive directly from the lock screen, new tools to help developers optimize app battery usage, and changes to multi-tasking that provide more information directly from the recent apps view. The preview gives developers early access to test applications and prepare for the upcoming release of Android L.
Design guidelines announced in I/O 2014. Material Design by Google by BetaglideManan Shah
This presentation is a summary of what google introduced as new design guidelines at I/O 2014. The presentation goes through evolution of android design and how the idea of material design emerged. What new design aims to do and guiding principals of material design.
The document discusses UI design tips for Android 4.0 Ice Cream Sandwich. It covers major UI changes in ICS like software buttons, the removal of the menu button, and new navigation patterns. It also outlines common app design patterns in ICS like the action bar, split action bars, and multi-pane layouts. The document provides recommendations to use Android design best practices like touch targets of 48dp and handling orientation changes properly, as well as what to avoid like bottom tab bars and non-Android design elements.
[Droidcon]Developing Apps for Android on 2.x/3.x/4.xKenichi Kambara
Kenichi Kambara gave a presentation on developing apps for Android across multiple versions and devices. He discussed designing user interfaces to support different screen sizes and densities. He also covered using APIs like Fragments and the action bar across versions. Finally, he provided code examples for using lazy loading to access newer APIs on older platforms in a single APK. The talk aimed to provide tips for developing apps that work well on both handsets and tablets running Android 2.x through 4.x.
This document is a project report for an Android-based "Divide and Conquer" game app. It includes sections on the problem statement, proposed solution, research papers on Android technology, system requirements, tools to be used, and implementation plans. The app aims to enhance logical skills through dividing areas for a ball on the Android platform using Java and SQLite database. Limitations include issues on certain screen sizes and resolutions.
Display devices have always been an integral part of the PC experience.
Whether it is in the form of a desktop monitor, a notebook’s embedded
panel, or the touch screen of a PC tablet, display devices play a vital role in
defining the user’s visual experience.
The new display technologies integrated exclusively in the AMD Radeon™
HD 7700-7900 Series are designed to deliver new and unique experiences
with impressive performance in these different technologies.
ABC2011 Summer: Android UI and UX for the TabletsNobuya Sato
Android Bazaar and Conference 2011 Summer デザイントラック「Android UI and UX for Tablets」発表資料(2011年7月17日、早稲田大学)
※公開用に一部内容を修正
http://www.android-group.jp/abc2011s/
This document discusses UI design patterns for Android apps. It covers 5 common patterns: dashboards, action bars, search bars, quick actions, and companion widgets. For each pattern it provides examples, descriptions of common problems they address, and recommendations for implementing the patterns. It also discusses enabling device diversity and making apps look good on multiple screen sizes through techniques like autoscaling and multi-resolution assets.
Android l developer preview : know everything about google’s latest updateMike Taylor
Google announced the Android L developer preview which features a new user interface design following Google's Material Design guidelines. It includes more visual animations and interactions, improved notifications that are more interactive directly from the lock screen, new tools to help developers optimize app battery usage, and changes to multi-tasking that provide more information directly from the recent apps view. The preview gives developers early access to test applications and prepare for the upcoming release of Android L.
Design guidelines announced in I/O 2014. Material Design by Google by BetaglideManan Shah
This presentation is a summary of what google introduced as new design guidelines at I/O 2014. The presentation goes through evolution of android design and how the idea of material design emerged. What new design aims to do and guiding principals of material design.
The document discusses UI design tips for Android 4.0 Ice Cream Sandwich. It covers major UI changes in ICS like software buttons, the removal of the menu button, and new navigation patterns. It also outlines common app design patterns in ICS like the action bar, split action bars, and multi-pane layouts. The document provides recommendations to use Android design best practices like touch targets of 48dp and handling orientation changes properly, as well as what to avoid like bottom tab bars and non-Android design elements.
This document discusses supporting multiple screens in Android. It begins by outlining the fragmentation challenges posed by the wide variety of Android devices, platforms, screen sizes, and resolutions. It then explains how Android addresses this through generalized screen size qualifiers, density-independent pixels, and scaling resources based on density. The document recommends developing flexible layouts using a responsive design approach similar to web design. It provides examples of effectively supporting both handsets and tablets through configuration qualifiers and UI patterns like the action bar, workspace, dashboard, and slide navigation.
This document provides an overview of designing user interfaces for Android apps. It discusses:
- Using layout qualifiers to provide resources for different screen densities and sizes, such as -mdpi or -large.
- Implementing qualifiers by placing resources like layouts and bitmaps in folders like res/layout-small and res/drawable-hdpi.
- A hack to use dimensions defined in dimens.xml to set view widths and heights flexibly across screen densities without needing multiple layout files.
- The benefits of using this approach are that it reduces the need to create multiple layout files, but it has downsides like not being as precise as unique layout files.
This presentation summarizes multiple screen development difficulties, optimizations for different kinds of devices and screen sizes and gives best practices to handle multi screen problems in Android.
This document discusses supporting multiple screens on Android. It covers challenges like resolution independence and density independence. Density can be managed through standard categories, though screens vary. The density-independent pixel (dp) is a virtual unit for design. Supporting multiple densities requires alternative graphic assets scaled at ratios like 3:4:6:8. Resources are provided for determining screen sizes, densities, and creating density-specific assets.
Xamarin Evolve 2014 - Designing Android UIs for the Ever Changing Device Land...mstonis
Android is everywhere. Developers can now build apps that run on phones, tablets, TVs, cars, wearables, and even appliances! While this provides a breadth of opportunity, it creates a big problem when designing apps that can run across all of these different device types. In this session, join Michael Stonis to talk about how to create and manage dynamic UIs for Xamarin Android apps that look and feel great across different screen sizes and form factors.
Presentation Video: http://youtu.be/2k2SMiH37eg
The document discusses supporting multiple screen sizes in Android applications. It explains that Android supports a variety of screen sizes and densities, and provides developers with tools to adjust their user interfaces accordingly. The key methods for supporting multiple screens involve declaring supported screen sizes in the manifest, using configuration qualifiers for resources, providing alternative layouts and drawables, and programmatically scaling UI elements. The best approach is to follow Android's built-in support for multiple screens by using these configuration techniques together rather than relying on any single method.
The document provides an overview of key considerations for designing mobile applications and websites. It discusses whether to build a mobile web or native app, addresses issues of screen size and resolution including pixel density, and emphasizes the importance of usability testing through wireframing and prototyping. Design decisions like whether to use vectors or raster images and how to handle orientation are covered. The document lists resources for mobile design patterns, guidelines and tools to use for wireframing prototypes.
This document provides an overview of UI and UX considerations for mobile developers using Material Design. It discusses key Material Design components like floating action buttons, cards, tabs, and toolbars. It also covers principles of interface design like focusing on the user, making the right things visible, showing proper feedback, being predictable, and being fault-tolerant. The document recommends using density-independent pixels, supporting different screen densities, and handling orientation changes properly. It emphasizes using animation and shadows to provide visual cues about objects' depth.
How do I - Working With Images - Transcript.pdfShaiAlmog1
The document discusses device densities and images in a mobile environment. It explains that while the iPad Air 2 has a higher resolution than the iPhone 6, the iPhone 6 has a higher pixel density, meaning its pixels are more densely packed. This affects how images appear on different devices - an image will look smaller on the iPhone 6 despite having the same resolution. It recommends using vector images and providing multiple raster image sizes to account for different device densities.
I have a magic application. This app is world first app which can make your smartphone into USB Drive or Hard Disk.
We are now finalizing "DriveS Lite" version and I make the first youtube video of this magical app: http://www.youtube.com/watch?v=Kzh-xQOszMo&feature=youtu.be
DriveS Lite is free version and provides whole space of smartphone as USB Drive.
Young student and poor people can use over 64G USB drive for free and would be happier than before.
As you know smartphone is getting cheaper and storage is getting bigger.
DriveS HD($4~9) will provide multiple user access and unlimited number of devices.
I hope my app is essential for everyone whether it is free or HD.
This document discusses considerations for touchscreen user interface design. It covers types of touch technologies, guidelines for touch target sizes, impacts of higher pixel density screens, use of relative units, form factors, touch gestures, and affordances. Design must account for interactions using fingers instead of mouse. Feedback and controls sized appropriately for fingers are important. Form factor and how a device is held also affect the user experience.
This document discusses high-resolution monitors and how to make user interfaces scale properly with increasing screen resolutions. It begins with an introduction and agenda, then covers key concepts like DPI, pixels vs. points, and what constitutes a high DPI display. Several examples of broken applications at higher resolutions are shown. The document discusses different scaling modes including magnification, application scaling, and framework scaling. It provides tips for testing apps at different resolutions and recommendations for tools like Swing to design apps that scale properly. Related sessions at the conference are also listed.
The document discusses getting started with web mobile GIS. It covers responsive design principles like mobile-first design and progressive enhancement. It also discusses hybrid mobile app development using PhoneGap/Cordova to wrap web apps with native functionality. Additionally, it provides examples of jQuery Mobile and Bootstrap for building responsive web apps, techniques for offline editing of geospatial data on mobile devices, and tools for optimizing web content for mobile like the ArcGIS Web Optimizer.
This document provides an overview of HTML5 best practices for mobile design. It begins with introductions and outlines the session agenda. The presenter then discusses high-level principles like universal design and progressive enhancement. Specific techniques covered include viewport meta tags, media queries, scalable images, HTML5 tags, and touch-friendly guidelines. CSS topics include grids, backgrounds, gradients, and transitions. JavaScript behaviors like navigation, forms, and geolocation are also reviewed. Useful frameworks, polyfills, and testing tools are presented. The overall message is that mobile design requires an adaptive, user-centered approach through careful content structuring, responsive presentation, and unobtrusive behavior.
This document provides an overview of developing apps for the iPad using web technologies like HTML5, CSS3, and JavaScript compared to developing native apps. It discusses key differences like the APIs available, performance, costs, updating processes, and more. It then provides best practices for web design on iPads, including considerations for touch targets, orientations, animations, images, and more. It also covers specific technologies like HTML5, CSS3, JavaScript, and backend development approaches. The overall message is that web development for iPads is very capable with modern techniques.
UX and UI Designing for all android screenArnold Saputra
Understanding basic principle of designing for Android. It's 2015 presentation so, for recent documentation please check, Material design or android developer for better UX design. I hope this slide can make you get better understanding before designing product at Android platform.
This document discusses device density and image scaling across different devices. It notes that the iPhone 6 has a density of 326 ppi while the iPad Air 2 has 264 ppi. Density is more important than resolution for scaling images and user interfaces. Images can be scaled as vectors, which adapt automatically, or as rasters which may look poor when scaled. The document recommends including multiple raster images optimized for common density groups to avoid poor scaling.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
This document discusses supporting multiple screens in Android. It begins by outlining the fragmentation challenges posed by the wide variety of Android devices, platforms, screen sizes, and resolutions. It then explains how Android addresses this through generalized screen size qualifiers, density-independent pixels, and scaling resources based on density. The document recommends developing flexible layouts using a responsive design approach similar to web design. It provides examples of effectively supporting both handsets and tablets through configuration qualifiers and UI patterns like the action bar, workspace, dashboard, and slide navigation.
This document provides an overview of designing user interfaces for Android apps. It discusses:
- Using layout qualifiers to provide resources for different screen densities and sizes, such as -mdpi or -large.
- Implementing qualifiers by placing resources like layouts and bitmaps in folders like res/layout-small and res/drawable-hdpi.
- A hack to use dimensions defined in dimens.xml to set view widths and heights flexibly across screen densities without needing multiple layout files.
- The benefits of using this approach are that it reduces the need to create multiple layout files, but it has downsides like not being as precise as unique layout files.
This presentation summarizes multiple screen development difficulties, optimizations for different kinds of devices and screen sizes and gives best practices to handle multi screen problems in Android.
This document discusses supporting multiple screens on Android. It covers challenges like resolution independence and density independence. Density can be managed through standard categories, though screens vary. The density-independent pixel (dp) is a virtual unit for design. Supporting multiple densities requires alternative graphic assets scaled at ratios like 3:4:6:8. Resources are provided for determining screen sizes, densities, and creating density-specific assets.
Xamarin Evolve 2014 - Designing Android UIs for the Ever Changing Device Land...mstonis
Android is everywhere. Developers can now build apps that run on phones, tablets, TVs, cars, wearables, and even appliances! While this provides a breadth of opportunity, it creates a big problem when designing apps that can run across all of these different device types. In this session, join Michael Stonis to talk about how to create and manage dynamic UIs for Xamarin Android apps that look and feel great across different screen sizes and form factors.
Presentation Video: http://youtu.be/2k2SMiH37eg
The document discusses supporting multiple screen sizes in Android applications. It explains that Android supports a variety of screen sizes and densities, and provides developers with tools to adjust their user interfaces accordingly. The key methods for supporting multiple screens involve declaring supported screen sizes in the manifest, using configuration qualifiers for resources, providing alternative layouts and drawables, and programmatically scaling UI elements. The best approach is to follow Android's built-in support for multiple screens by using these configuration techniques together rather than relying on any single method.
The document provides an overview of key considerations for designing mobile applications and websites. It discusses whether to build a mobile web or native app, addresses issues of screen size and resolution including pixel density, and emphasizes the importance of usability testing through wireframing and prototyping. Design decisions like whether to use vectors or raster images and how to handle orientation are covered. The document lists resources for mobile design patterns, guidelines and tools to use for wireframing prototypes.
This document provides an overview of UI and UX considerations for mobile developers using Material Design. It discusses key Material Design components like floating action buttons, cards, tabs, and toolbars. It also covers principles of interface design like focusing on the user, making the right things visible, showing proper feedback, being predictable, and being fault-tolerant. The document recommends using density-independent pixels, supporting different screen densities, and handling orientation changes properly. It emphasizes using animation and shadows to provide visual cues about objects' depth.
How do I - Working With Images - Transcript.pdfShaiAlmog1
The document discusses device densities and images in a mobile environment. It explains that while the iPad Air 2 has a higher resolution than the iPhone 6, the iPhone 6 has a higher pixel density, meaning its pixels are more densely packed. This affects how images appear on different devices - an image will look smaller on the iPhone 6 despite having the same resolution. It recommends using vector images and providing multiple raster image sizes to account for different device densities.
I have a magic application. This app is world first app which can make your smartphone into USB Drive or Hard Disk.
We are now finalizing "DriveS Lite" version and I make the first youtube video of this magical app: http://www.youtube.com/watch?v=Kzh-xQOszMo&feature=youtu.be
DriveS Lite is free version and provides whole space of smartphone as USB Drive.
Young student and poor people can use over 64G USB drive for free and would be happier than before.
As you know smartphone is getting cheaper and storage is getting bigger.
DriveS HD($4~9) will provide multiple user access and unlimited number of devices.
I hope my app is essential for everyone whether it is free or HD.
This document discusses considerations for touchscreen user interface design. It covers types of touch technologies, guidelines for touch target sizes, impacts of higher pixel density screens, use of relative units, form factors, touch gestures, and affordances. Design must account for interactions using fingers instead of mouse. Feedback and controls sized appropriately for fingers are important. Form factor and how a device is held also affect the user experience.
This document discusses high-resolution monitors and how to make user interfaces scale properly with increasing screen resolutions. It begins with an introduction and agenda, then covers key concepts like DPI, pixels vs. points, and what constitutes a high DPI display. Several examples of broken applications at higher resolutions are shown. The document discusses different scaling modes including magnification, application scaling, and framework scaling. It provides tips for testing apps at different resolutions and recommendations for tools like Swing to design apps that scale properly. Related sessions at the conference are also listed.
The document discusses getting started with web mobile GIS. It covers responsive design principles like mobile-first design and progressive enhancement. It also discusses hybrid mobile app development using PhoneGap/Cordova to wrap web apps with native functionality. Additionally, it provides examples of jQuery Mobile and Bootstrap for building responsive web apps, techniques for offline editing of geospatial data on mobile devices, and tools for optimizing web content for mobile like the ArcGIS Web Optimizer.
This document provides an overview of HTML5 best practices for mobile design. It begins with introductions and outlines the session agenda. The presenter then discusses high-level principles like universal design and progressive enhancement. Specific techniques covered include viewport meta tags, media queries, scalable images, HTML5 tags, and touch-friendly guidelines. CSS topics include grids, backgrounds, gradients, and transitions. JavaScript behaviors like navigation, forms, and geolocation are also reviewed. Useful frameworks, polyfills, and testing tools are presented. The overall message is that mobile design requires an adaptive, user-centered approach through careful content structuring, responsive presentation, and unobtrusive behavior.
This document provides an overview of developing apps for the iPad using web technologies like HTML5, CSS3, and JavaScript compared to developing native apps. It discusses key differences like the APIs available, performance, costs, updating processes, and more. It then provides best practices for web design on iPads, including considerations for touch targets, orientations, animations, images, and more. It also covers specific technologies like HTML5, CSS3, JavaScript, and backend development approaches. The overall message is that web development for iPads is very capable with modern techniques.
UX and UI Designing for all android screenArnold Saputra
Understanding basic principle of designing for Android. It's 2015 presentation so, for recent documentation please check, Material design or android developer for better UX design. I hope this slide can make you get better understanding before designing product at Android platform.
This document discusses device density and image scaling across different devices. It notes that the iPhone 6 has a density of 326 ppi while the iPad Air 2 has 264 ppi. Density is more important than resolution for scaling images and user interfaces. Images can be scaled as vectors, which adapt automatically, or as rasters which may look poor when scaled. The document recommends including multiple raster images optimized for common density groups to avoid poor scaling.
Similar to Supporting multi screen in android cn (20)
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
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.
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.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
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:
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
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.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
15. Generalized SIZE definition
G.SIZE Qualifier(at least)
xlarge 960dp x 720dp
large 640dp x 480dp
normal 470dp x 320dp
small 426dp x 320dp
Android does not currently support screens smaller
than small screens.
17. Some model
device SIZE G.SIZE DPI G.DPI RES. px RES. dp
HTC wildfire 2.8 in small 140dpi ldpi 240*320 320*428dp
HTC hero 3.2 in normal 180dpi mdpi 320*480 320*480dp
HTC desire 3.7 in normal 252dpi hdpi 480*800 320*533dp
Dell Streak 5.0 in large 186dp mdpi 480*800 480*800dp
HTC sensation 4.3 in normal 256dpi hdpi 540*960 360*640dp
Galaxy note 5.3 in normal 280dpi xhdpi 800*1280 400*640dp
HTC Flyer 7.0 in large 170dpi mdpi 600*1024 600*1024dp
Galaxy tab 7.0 in normal 170dpi hdpi 600*1024 400*682dp
Xoom 10.1 in xlarge 150dpi mdpi 800*1280 800*1280dp
21. Effect of G.DPI
Developers do not need to care about real density.
RES.(px). are aggregated to RES.(dp).
RES.(dp) has a much smaller range.
device G.SIZE G.DPI RES. px RES. dp
HTC wildfire small ldpi 240*320 320*428dp
HTC hero normal mdpi 320*480 320*480dp
HTC desire normal hdpi 480*800 320*533dp
HTC sensation normal hdpi 540*960 360*640dp
Galaxy note normal xhdpi 800*1280 400*640dp
Galaxy tab normal hdpi 600*1024 400*682dp
22. Density independence
根据G.DPI,系统将dp units和drawables换算调整为
适配设备的大小(px).
A Button (100*100dp) and a icon (48px*48px in mdpi)
Go back to see first demo.
24. Handset features
Small and Normal devices take over 90%.
These devices are nearly all handsets.
25. Handset qualifier
G.SIZE: small/normal
Default Orientation: portrait
RES.(dp): 426dp x 320dp - 640dp x 480dp.
26. How to support?
Develop a scalable app.
Use wrap_content, fill_parent.
Use dp not px.
Use LinearLayout/RelativeLayout, not AbsoluteLayout.
Provide different drawables for different dpi.
Use more 9-patch drawable.
…
29. The first guideline
Develop one app for all devices.
Tablets和Handsets没有明显的界限。
为不同的设备、分辨率开发不同的app耗费巨大且效果不佳。
Anti-example:
30. Official Guidelines
Build your activity designs based on fragments
Use the action bar
Implement flexible layouts
31. Implement flexible layouts
How to implement flexible layouts in one app?
Official answer: Think like a web designer.
32. Responsive web design
Build something that works on any possible width or
device instead of something that works on all current
widths and devices.
与其为当前所有设备、大小做支持,不如去支持所有可能
出现的情况。
Use css3 media queries.
Usually combine with fluid web design.
33. Media queries
Sample:
<link media="screen and (max-device-width: 800px)"
href=“common.css" />
Media queries contain two components:
A media type. (screen, print)
A media feature(max-device-width) and query
value(800px).
Use media queries to filter css depend on device info.
34. Website demo
http://www.alistapart.com/d/responsive-web-
design/ex/ex-site-FINAL.html
3 media queries divide width to 4 part.
@media (max-width: 400px)
@media (max-width: 600px)
@media (min-width: 1300px)
Web Gallery
35. Responsive mobile design
Same content, same logical, but different
representation.
同样的内容,同样的逻辑,不同的展示方式。
Use configuration qualifiers to provide different
layout for different devices.
37. New screen size qualifiers
Smallest Width
sw600dp
Available Width
w600dp
Available height
h600dp
38. Web design vs Android design
CSS vs Layout
CSS pixel vs Dip
Ems vs Sp
CSS3 media query vs Configuration qualifiers
Fluid web design vs Scalable design
Responsive web design vs Responsive mobile
design
39. App demos
IOSched2011
IOSched2012
Google Play