Tuesday, March 5, 2013

"Cloud Computing" - What Does it Mean For Mobile Applications?

Unless you've spent the last few months trapped in a cave you will undoubtedly have seen, read or heard that "cloud computing" is on its way and is likely to affect the way that many of us use our computers and interact with the internet over the coming years. Much has been written elsewhere about the implications of cloud computing in general and whether it is indeed destined to transform the way we use the web but, at this juncture, I am particularly interested in exploring what the impact of cloud computing will be on mobile applications.

For the uninitiated, it is probably worth reiterating briefly the key characteristics of cloud computing. In layman's terms, cloud computing simply refers to the use of powerful shared computing resources which are accessed remotely, typically via a web browser over the internet. Users don't need to know (or care) where the servers are located or where the programs they are using are running - they just need access to a web browser to use the service from anywhere in the world. In practice, the term cloud computing has grown to refer to a number of related capabilities that can broadly be summarised under following categories:

i) Infrastructure-as-service "IaaS" - typically virtual servers (e.g. Amazon EC2, Rackspace Cloud Servers)

"Cloud Computing" - What Does it Mean For Mobile Applications?

ii) Platform-as-a-service "PaaS" - various services for software development and deployment (e.g. Google Checkout, Force.com)

iii) Software-as-a-service "SaaS" - fully hosted applications accessed via a browser (e.g. Webmail, Facebook, Google Apps, Salesforce.com )

It is the last category, SaaS, that I wish to focus on because it represents the visible face of cloud computing that most people have already experienced. The advantages of web-based applications such as Gmail, Twitter, and Facebook are pretty obvious - there's nothing to download to your PC, you can access them from anywhere, they're constantly being enhanced and every time updates are made they become instantly available to any user when they next login.

For business applications like Saleforce.com's online CRM tool there are further advantages - such services are highly configurable and scalable so they can accommodate many different types of client from very small to very large with either simple or highly complex requirements. Furthermore, the commercial model employed by most SaaS suppliers (i.e. monthly subscriptions) is attractive since the cost of entry is low (or zero) and the costs associated with acquiring and maintaining computing infrastructure to host the application are completely eliminated.

So, how will this all affect the use and spread of mobile applications? Over the past couple of years, we've witnessed the unprecedented success of the iPhone and Apple's App Store and this has clearly demonstrated beyond doubt that there is a voracious appetite for mobile applications. Apple has led the way, but we are now seeing a plethora of competing app stores being announced by other players. Notable examples include Google's Android Marketplace, Nokia's OVI Store, RIM's Blackberry App World, Symbian's Horizon, Microsoft's Marketplace and the Samsung Application Store.

It seems highly unlikely to me that all these initiatives can succeed, but at the same time, it is a healthy sign that consumers will have more choice, and a wide range of applications will become available to users of many different types of mobile (i.e. not just the iPhone). However, in this new world, where users of all device types (from the humblest Pay-as-you-Go handset to the latest, feature-laden Smartphone) are able to access mobile applications I believe that downloading them from app stores is not the only way forwards. The cloud computing model provides a highly attractive alternative which actually turns out to be ideal for supporting (relatively) low powered computing devices like mobile handsets. Whilst power-users with top-of-the-range Smartphones may be perfectly happy downloading apps, the "average" user with a basic handset is likely to find that using cloud based applications via a browser is both easier and far better suited to the limitations of their phone. Less computing horsepower and less storage is needed and, as mobile network operators continue to increase data speeds, performance can only get better and better. Already today there are some fine examples of cloud based mobile applications such as Gmail's mobile portal which provides an excellent email experience entirely via a browser.

Another significant factor to consider is that as the mobile application market matures many commercial organisations will recognise the need to mobilise core business applications. Unlike the majority of "apps" that are being downloaded today, most business applications are more complex and sophisticated and they require proper integration with back-end systems. The SaaS model of delivery described above is therefore ideal for this category of application and will work equally well for mobile devices because of the "zero footprint" required on the handset coupled with the flexibility and scalability available when hosting the application in the cloud.

Over the next couple of years, we are also likely to see a number of technology enhancements which will continue to encourage the development of cloud based mobile applications. Open standards such as BONDI, OneAPI and HTML5 ( http://bit.ly/7LxXdn ) will all help, making it easier for developers to build cloud based applications that can be used across a wide range of mobile devices.

In summary therefore, I predict that cloud computing is highly relevant to the world of mobile applications, is particularly well suited to serving the large numbers of mobile users who do not possess a Smartphone and that it is likely to become a parallel medium for delivering mobile applications to rival the app store approach. Welcome to the cloud!

"Cloud Computing" - What Does it Mean For Mobile Applications?
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Monday, February 25, 2013

Advantages of Mobile Computing

Computers are one of the major inventions of the world. The invention of computer has changed the world. During these days every field of life seems to be computerized. Later in the 21st century a new technology was introduced in the world known as mobile computing. Now-a-days computers are modified into mobile computers known as laptops.

A small introduction of mobile computing is that you can do your work in motion. In simple words it means that you can do your work while sitting anywhere in the world. You do not have to sit at one place to do your work.

Following are some of the advantages of mobile computing.

Advantages of Mobile Computing

The main benefit of mobile computers is that you do not have to bind yourself to a certain place. You can do your work while sitting in a car or a train. You can communicate with other people while sitting anywhere in the world. You can chat online with your friends and family members while sitting on a beach. You can do your office work while sitting anywhere.

The second major benefit is related to the first benefit. When people can do their work while sitting anywhere they will do more work. This will play an important role in the economy of the country and the world.

During these days there is no problem for a student to search any information that he needs for his assignment. Many people use these mobile computers for entertainment. Children play video games on these computers.

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Sunday, February 17, 2013

Toshiba Vs Dell Vs HP Laptops

Toshiba, Dell and HP are some of the best brands in the world when it comes to laptops. They offer great value for your money and excellent performance to boot. Here is a quick comparison in several categories between these three laptop giants.

Price: In this category, HP and Dell are neck in neck in competitiveness. Although both brands offer great value for your money, Dell seems to be a little cheaper in its overall price. Toshiba is a little more expensive than these two brands probably due to its extensive R&D. Among these three brands, Dell laptops are the cheapest where they also offer a high level of customization.

Durability: As someone who has used all three brands before, Toshiba is the clear winner in this category. There is something about Toshiba laptops that not only makes it last really long but also last long flawlessly. My oldest Toshiba machine is about 6 years old and I don't remember the last time I have ever had the need to send it back to the service center. Among these three brands HP would come in second while Dell is in a close third (from my years of collecting customer feedback).

Toshiba Vs Dell Vs HP Laptops

Features & Performance:HP is the winner of this category. Probably due to the fact that HP tries to create entertainment-centric laptops, their machines sometimes comes with an extraordinarily amount of bells and whistles. Toshiba comes in second where it strives to offer the latest essential features in its laptop. What Dell laptops lack in extra features is made up by their amazing customer service. Dell is known for providing one of the best services around.

Overall:All these three laptop brands have strengths that will cater for many niches of the market. Consumers who are looking for a laptop that would last for long time with solid performance should look no further than a Toshiba laptop. Those who are on a budget and appreciate good service should get Dell laptop. Those who love a feature-filled and well-priced laptop should consider a HP machine.

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Wednesday, February 6, 2013

How To Flash A Phone To Cricket Or Metro PCs

Flash or Flashing--Technically, flashing refers to the overwriting or re-writing of the phone's firmware. There are many phones which can be flashed to cricket with all features working. On most CDMA phones, programming the phone can be done "over the air" by dialing a special code, usually *228 or some variation. Colloquially speaking, flashing can also loosely mean making a phone from one carrier work on another carrier. The easy way to tell the difference is that if your phone does NOT take a SIM card, then it is probably CDMA.

To flash a phone to cricket you will be overwriting th phones firmware. The firmware is software in the phone that doesn't change when you turn it off, and it cannot be deleted unless it is overwritten, hence flashed. It requires specific files called prl files.PRL or PRL File--Short for Preferred Roaming List--A small text file containing instructions for how a phone connects to a specific network's radio towers It is usually loaded by connecting the phone to a computer to overwrite its data. There are a few tools used such as a pst PST--Short for Phone Service Tool or Tools--Special software used by phone manufacturers to program their phones. And also a monster file - -"Monster File"/"Monster Pack", ROM, or "Kitchen"--System software that is needed to flash a phone.

In almost all case you will need to access the phones service programming menu- - -Service Programming Menu--A special menu typically hidden from the primary User Interface that allows for "deep programming" of a phone.You will also need access to msl and spc codes specific to the device you are flashing.MSL/SPC--Special six-digit codes needed to access service programming features on the phone. Access to the service programming menu can be disabled in a phone's firmware.

How To Flash A Phone To Cricket Or Metro PCs

Depending on your phone, it may require extra steps to unlock or get WAP and MMS working. That is why you need the msl/spc codes to allow deep programming to unlock these features. Not all phones will be capable to access wap or send and receive mms.

Ringtones generally have to be prepaid using a flex bucket. It is best to download ringtones before you flash your phone to cricket since they have a limited selection of ringtones and wallpapers.There are cases were flashed phones will not be able to download ringtones directly from cricket.

The details outlined above will not only work with cricket but you can also flash phones to metro pcs using the information provided above. It is best to do all your research before purchasing your phone to ensure that the cell phone you are interested in can be flashed to cricket or metro PCs.

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Tuesday, January 29, 2013

Why Develop Mobile Database Applications?

Mobile database applications are an effective way to streamline business processes and ensure that end users always have access to the critical corporate information they need to do their jobs. Although large enterprises tend to be the ones that invest most heavily in mobility, smaller businesses can also benefit from mobilizing their data.

"Mobile" is Not the Same as "Online"

Some people equate "mobile" to "online", but they're not the same thing. Online applications require a consistent and dependable network connection to an external server. Browser-based applications are the classic examples of online applications.

Why Develop Mobile Database Applications?

A truly mobile application, however, is an application that continues to work even when network connectivity is lost, unlike an online application. Being "disconnected" from the network does not stop the application dead in its tracks. This is an important feature for many users. Many mobile workers move in and out of network coverage on a regular basis while doing their jobs but need information to be "always available". Online solutions don't work well for these kinds of workers.

Local Data = Speed and Convenience

Mobile applications work best when they include some kind of local data store. By keeping important data local to the device, the user is insulated from network connectivity problems. Data operations are faster (no network lag) and can occur at any time. This results in a much better and less frustrating experience for the user.

Of course, using a local data store makes the design and implementation of the mobile application more complex. Even if the application works standalone, without the network, eventually some kind of data exchange must occur between the local data store and one or more external servers. Depending on the design of the application, keeping track of changes and dealing with potential conflicts can be quite challenging to manage. Mobile database applications often take longer and more skill to develop than their online-only equivalents because of this.

Saving on Network Costs

Besides offering a better user experience, mobile database applications can also yield significant savings in network costs. Data costs on mobile networks can be surprisingly high when using online applications, especially browser-based applications. The continuous back-and-forth between the device and the servers hosting the application racks up network charges quite quickly. A well-designed mobile application, on the other hand, requires only minimal use of the network by exchanging changes to data instead of entire data sets.

While the upfront costs of developing mobile database applications are typically higher than online applications, the savings on network costs can be quite substantial and make these applications must more cost-effective than their online equivalents. It's certainly something to consider the next time you develop or purchase a mobile application.

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Friday, January 25, 2013

Do You Need An Apple iPad SIM Card?

Do you really need a iPad SIM card for your tablet? Well, I guess the answer is both yes and no really.Ordering an iPad SIM and putting it to the device frees one up to move just about any place, just as long as it is possible to access the mobile network through whatever supplier you wind up buying a SIM deal with. Keep in mind the iPad isn't a mobile phone though, so you still require a mobile phone handset or smart phone to look after all of your calling duties.

As soon as you're connected with a iPad SIM Card and then broadband you'll be able to get access to the world wide web whilst sending and also getting email messages and it is so simple to get going. This is especially so due to the impressive operating-system on-board the electronic device. In addition you will find there's neat and tidy virtual key-board which enables you to type via a touch screen. It can't be simpler to make the most of the Apple iPad tablet's main elements when you're away from a WiFi signal. WiFi tends to be only available in public places, such as coffee shops and hotels. The tablet is actually very clever, if it detects that you are in a WiFi zone, then it will automatically switch off the 3G and move over to the free WiFi. This is great, as you will not eat into your monthly data transfer allowance you have with your mobile network.

At this moment although you may go on the web while using the less expensive model of the Apple iPad that's a WiFi permitted product, it is genuinely beneficial paying out an additional little bit of money and buying any 3G & WiFi enabled model of the hand held device. If you don't have a 3G enabled version of the iPad, you do not need a micro SIM card. However, having just the WiFi version limits what you can do with your tablet and where you can do it. In today's tech focused world why put limits on what you can do.

Do You Need An Apple iPad SIM Card?

The main focus with the Apple iPad is being able to get on the web, look at messages, send emails, see on line video and pretty much all the things we like to do when we are sitting at home on a desktop PC. As a result, if your going to obtain a iPad, you might as well have the full blown model that will allow you to go on line with no restrictions.

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There are a number of mobile phone networks in the UK which are offer iPad 3G SIM cards. These include O2, T-Mobile, Orange and Three mobile. If you have the 3G version of the tablet. You can take a look and compare all the available iPad SIM Cards from these various networks. This will allow you to see what each network is offering and find the right iPad SIM for you. You could pick from 1GB, 3GB, 5GB or even a 10GB plan. These are available on either pay as you go or one month rolling contracts. In some cases, you can even just sign up for 1 day or 1 week access.

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Tuesday, January 22, 2013

Building A Mobile App Using Flash Builder 4.5

Executive Summary

Adobe have recently released Flash Builder 4.5. This release enables developers to build "Mobile Apps" for a number of mobile device platforms, in addition to developing web applications and desktop applications using MXML and Actionscript 3.

This release seems squarely targeted at dealing with the recent comments from Steve Jobs and others, and the ensuing debate over whether Flash is dead, given the capabilities of HTML 5 and other technological developments.

Building A Mobile App Using Flash Builder 4.5

Since this is quite a major release for Adobe and an important new capability for us Flex developers we thought we would go through the process of developing a smallish App and implementing it on a number of devices. The concept of being able to develop Mobile Apps for a wide range of mobile devices using a single code base is definitely an appealing one.

Overall, the developer experience that Adobe have delivered with Flash Builder 4.5 is pretty impressive, although there are one or two quite fundamental omissions. Given the differences in Operating System, screen size, screen resolution and handset functionality, deploying a Mobile App for a range of devices is a daunting task. Whilst it doesn't solve all problems, Flash Builder 4.5 is definitely an excellent start.

Target Market

Flash Builder 4.5 doesn't target every mobile device on the market. It targets mobile devices running Android 2.2 and upwards, iOS (iPhone 3G, iPhone 4 and iPad) and QNX (Blackberry Playbook Tablet). These are basically the high functionality modern Operating Systems for Smartphones and Tablet PCs. That covers around 50% of the existing mobile device installed base and quite possibly a much higher percentage of recent mobile device sales. The important omissions to the target platforms available are Symbian, Blackberry Smartphones and Windows Mobile 7.

Development Environment and Experience

Overall, using Flash Builder 4.5 to develop Mobile Apps is broadly similar to using it to develop desktop applications for Adobe Air or web applications running in the Flash Player. The Flash Builder development environment is nicely integrated with the rest of Adobe's offerings such as Creative Suite 5.5 and Flash Catalyst so you can develop assets in those programs and import them into Flash Builder easily. Developers use MXML and Actionscript to develop the App, however there is a more restricted range of user controls. Importantly there is the same connectivity to data services using Web Services, AMF, http and similar.

Differences to Developing an Air or Web Application

The ViewNavigatorApplication Tag

The first difference you notice with developing Mobile Apps is that instead of an Application tag which is used for developing Air and web applications, you have a ViewNavigatorApplication tag. With the Application tag you usually place a navigation control and then place child components (effectively the different views) within the navigator control. This gives developers the ability to know what components are being used no matter how deep they are buried within the document hierarchy. With ViewNavigator however when you navigate to a different View you "pop" a different View onto the screen by name. You can then pop other views later in response to events and user actions. You must go back to the home screen via the same view order, but in reverse.

With the Application tag since you are aware of what components constitute your child screens you can configure the application to pass any required data from the main application to the child components. Since properties are usually strongly typed, Flash Builder will give build time errors if you are trying to access or pass a property that doesn't exist. With Mobile Apps and the ViewNavigator tag, the compiler doesn't actually see the other Views that are part of the application until runtime thus the developer loses an important level of error checking before runtime. In addition, Views only have a single "Data" property. The Data property can be any object, so you can pass a collection of all the data you require but build time error checking is lost on whether properties within the data being passed actually exist.

No Drop Down List

There isn't a drop down list in Flash Builder Mobile. No, there really isn't. To me this seems the biggest oversight and I expect in Flash Builder 5, or hopefully before that, they will fix it. However, for now the workaround is to have a button that looks like a drop down list (has a skin with a drop down list icon) and then when the user clicks the button, to pop up a component based around the "SkinnablePopUpContainer" with a list of your items inside it. So you can end up with something that looks to the user like a drop down list but is actually a button that calls a pop up with a list of items.

No MX Components Except Charts

No MX components will work except charts. The MX namespace is not available in Mobile Apps so most of the MX components are not available in the drop down menu in the intellisense editor. In addition, some of the Spark components (eg dropdownlist) are "Not Mobile Optimized" which is Adobe's way of saying they probably won't work. In general however, there are enough controls to create the screen you need.

Styling and Sizing for Different Devices

When developing a Mobile App there are several issues that make styling for a range of devices difficult. In no particular order they are:
Different screen sizes;
Different screen density. This is measured in dpi. Since an iPhone 4 has double the dpi of the iPad, any button of the same pixel measurements will be half the size in the iPhone 4;
Different device specific gestures and built-in features For instance in the iPhone email client a swipe gesture results in a delete button popping up, and some devices have a back button always available as part of the machine.

From the look of it then, being able to come up with something that will look good on each screen seems like mission impossible. However, Flash Builder comes with built-in features that help considerably. Firstly, you can say what screen density you are targeting and then when the App loads if the device being used has a different screen density, the App will shrink and expand buttons and other components as required. Flash Builder categorises each device as having one of three screen densities, either 160, 240 or 320 dpi.

Bitmap images however shrink and grow very poorly so the above method is not suitable. To handle this, Adobe have provided the "MultiDpiBitmapSource". This is where if you are using a bitmap as the icon for a button, you can provide 3 different versions of the same bitmap to the button, each sized to target screen density 160, 240 or 320. Flash Builder will then detect what the device is and use the appropriate bitmap as the icon.

Finally you can also provide different settings in your css file that enable you to change settings for different screen densities, and also different Operating System.

The result is that you can code once and then and then after spending some effort making sure it looks as good as possible in various situations, it will look pretty good in most devices. If you are targeting the full spectrum of devices you will have to have some sort of trade-off of time spent on styling v the payback for each device. Some research into the audience size for each device and then prioritization will enable you to make appropriate decisions on what the main device should be and then how much time should be spent styling for the other devices.

Testing the App in Flash Builder

Flash Builder comes with a good method of being able to see what your screen will look like on different devices. Firstly at design time you can choose from a drop down list of devices and see the results. Then by choosing different run configurations by Operating System and device, you can run the application and see the results on each device.

Other than styling issues there didn't seem to be any differences in how the App behaved on each device in terms of runtime errors.

Testing Your App on A Device

Once you have developed and styled your App using Flash Builder you will probably want to test it on the actual machines themselves prior to deploying it to the market place. The simulator within Flash Builder gives a reasonable approximation of how the App will look on each device but it's not the same as using it on the actual device.

There are a large number of smart phones available so rather than buying each individual device and testing it on each, you will probably prefer to test on one of each of the three operating systems which are Android, iOS (iPhone and iPad) and QNX (Blackberry Tablet). With Android devices the process is quite simple. Essentially you create a dummy certificate using Flash Builder and then you can connect and download your App to your device.

Apple devices are considerably more difficult to test on. You have to apply to Apple to get a developer licence which provides you with a developer key, then get a key for your device and use the two keys to deploy it to iTunes and then use iTunes to install it on your device.

The Blackberry Playbook is still quite new and has not had demonstrably rave reviews so the number of your users that will actually install your App on a Blackberry Playbook is probably at this point quite small. A practical alternative to buying the actual machine is to test it on the Blackberry Playbook Simulator which runs through VMWare. This gives a more advanced representation of what the App will look and feel like compared to the simulator in Flash Builder.

Deploying the App

Once your App is ready for deployment you must go to the various App stores and go through their individual processes of deployment.

Summary

Adobe have recognised the challenge and opportunity that mobile devices represent and have devoted a considerable amount of marketing, development and promotional muscle to getting the release into the market. For experienced Flash Builder developers, creating a working version of an Mobile App is a very similar process to what they are used to in creating a web or desktop application since the development environment is very similar.

Styling the App for all devices however can take up a lot of time and development effort should be prioritized according to the devices expected for each project. However, the task that Adobe have set themselves in being able to build mobile Apps for a multitude of devices using Flash Builder is an ambitious one that they have largely achieved.

Building A Mobile App Using Flash Builder 4.5
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