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bernard tan

Coding JavaScript for Mobile Browsers (part 6) - Microsoft Certification Examples, exer... - 0 views

  • In mobile browsers, you need to be especially careful about using timers because of the battery consumption. If you need to use many high-frequency timers at the same time, try to manage them using only one timer that will launch different behaviors from the same process.
  • The first question we need to ask ourselves is, what happens when our web page goes to the background because the user switches focus to another application (in multitasking operating systems) or opens or browses to another tab or window? Another problem is what happens when the phone goes to sleep (because of the user’s inactivity while the script is executing). The behavior of timers can be a little tricky in these situations.Yet another problem is that timers execute on the same thread as the main script. If our script is taking too much processor time (a normal situation with large scripts on low- and mid-end devices), our timers will be delayed until some spare execution time is found.If we use a low frequency for the timer (for example, 10 milliseconds), the timer will generally have problems meeting the timetable.Remember that the JavaScript execution time depends a lot on the device hardware and the browser’s engine. Even if they’re running the same operating system, like Android, execution times can differ: for example, an HTC G1 will be much slower than a Nexus One with a 1-Ghz processor.
  • As shown in Figure 4, the real times are very different on different devices. On low- and mid-end devices, if they work at all, the result is far from our 200 ms intention—some low-end devices don’t even accept timers with a frequency of less than 1 second.
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  • Table 11. Timers support compatibility tableBrowser/platformTimers availableTimers in backgroundSafariYesStopped. From iOS 4.0: continue working while in other browser's window.Android browserYesStopped.Symbian/S60YesStopped. From 2.2: continue working while in other browser's window.Nokia Series 40No webOSYesContinue working.BlackBerryNo NetFrontYesNo multitasking.Internet ExplorerYesStopped.Motorola Internet BrowserNo Opera MobileYesContinue working.Opera MiniNo Note:The Gmail for Mobile team discovered some issues with timer behavior on mobile Safari and Android devices, and made the results public in the team blog at http://www.mobilexweb.com/go/timers. The conclusions are: for low-frequency timers (1 second or more), there are no performance issues, and you can add as many as you want; for high-frequency timers (for example, 100 ms), though, every new timer created makes the UI more sluggish. The preferred solution is to use only one high-frequency timer.
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    Creating real time app might pose to be an issue on web app.
Kartini Ishak

Google is removing video responses on YouTube from September 12 due to low engagement -... - 2 views

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    Google is dropping video responses on YouTube from September 12.
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    For the time being as "The company says it's working on a replacement, such as including video links in comments, to help promote better engagement"
yeuann

Using SMSs to Engage Students in Language Learning - 0 views

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    A research paper on how low-tech SMS can be highly effective for certain learning tasks such as teaching social English. And now, there's Whatsapp and other social-messaging platforms that can be an intermediate level between simple text messages that work on any basic phone, to sophisticated native apps that must be programmed for a specific operating system. "As SMS is technologically and functionally very simple, it can be considered to be a relatively primitive  technology. However, viewing it from another angle, we see that SMS ranks very highly in terms of user  convenience. Successful uptake of mobile learning strategy is more likely in the situation when "learning activities can integrate into our lives in an unobtrusive fashion". SMS can deliver information in this unobtrusive fashion more readily than other strategies. SMS, thus, can be regarded as a practical and realistic mLearning technology for use in natural settings at present."
Kartini Ishak

The best and worst times to post on Facebook, Twitter | Marketing magazine - 0 views

  • In a study of link performance for short URLs generated by the service and posted on Facebook, Twitter and Tumblr, 1pm–4pm on weekdays emerged as the most fruitful time to post a link on Facebook, while for Twitter 1pm–3pm was best.
  • For both Facebook and Twitter, brands should avoid posting links after 8pm and before 8am, after 3pm on Fridays and on the weekends, or they run the risk of achieving low engagement on the post.
  • Facebook traffic begins to rise at 9am, peeks mid-week between 1pm and 3pm and fades from 4pm. Links posted from 1pm to 4pm result in the highest average click throughs, with absolute peak performance coming at 3pm on Wednesday.
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    Social media audience engagement timings
Ashley Tan

Gartner's top 10 technologies for 2011 | 10 Things | TechRepublic.com - 4 views

    • Ashley Tan
       
      See where our social, open and mobile initiatives fit in?
  • Portals, mashups, mobile, and social will combine
  • 6: Video
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  • 7: Context-aware computing
  • 1: Cloud computing
  • 2: Mobile apps and media tablets
  • 5: Social communication and collaboration
  • “The PC era is over. Think of mobile design points.”
  • Low-cost video recorders are everywhere. Companies will need video content management systems and better design skills, and they’ll need to address privacy issues and policy concerns
Sally Loan

Thoughts on Flash - 1 views

  • Adobe claims that we are a closed system, and that Flash is open, but in fact the opposite is true.
  • Flash is a closed system.
  • Symantec recently highlighted Flash for having one of the worst security records in 2009
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  • Flash has not performed well on mobile devices
  • To achieve long battery life when playing video, mobile devices must decode the video in hardware; decoding it in software uses too much power.
  • The difference is striking: on an iPhone, for example, H.264 videos play for up to 10 hours, while videos decoded in software play for less than 5 hours before the battery is fully drained.
  • Flash was designed for PCs using mice, not for touch screens using fingers. For example, many Flash websites rely on “rollovers”, which pop up menus or other elements when the mouse arrow hovers over a specific spot. Apple’s revolutionary multi-touch interface doesn’t use a mouse, and there is no concept of a rollover.
  • letting a third party layer of software come between the platform and the developer ultimately results in sub-standard apps and hinders the enhancement and progress of the platform.
  • Our motivation is simple – we want to provide the most advanced and innovative platform to our developers, and we want them to stand directly on the shoulders of this platform and create the best apps the world has ever seen. We want to continually enhance the platform so developers can create even more amazing, powerful, fun and useful applications.
  • But the mobile era is about low power devices, touch interfaces and open web standards – all areas where Flash falls short.
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    According to steve the no. 1 reason Apple not supporting Flash is that it does not support multiple touch screen when most modern device is supporting.
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    Adobe claims that we are a closed system, and that Flash is open, but in fact the opposite is true.
Kartini Ishak

Designing for iPhone 4's Retina Display (Global Moxie) - 0 views

  • App Store Icon 512x512 (scaled down to 175x175 for display in the store)
  • Application Icon 114x114 (iPhone 4) 57x57 (older iPhones) 72x72 (iPad)
  • Spotlight Search Results and Settings Icon 58x58 (iPhone 4) 50x50 (Spotlight results for iPad) 29x29 (settings for iPad and older iPhones)
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  • Document Icon This is a new icon type in iOS 4. It’s used if your app creates a custom document type. The iPad uses the document icon in two different sizes. 320x320 (iPad) 64x64 (iPad) 44x58 (iPhone 4) 22x29 (older iPhones)
  • “Do I really have to make two versions of my images? If I make a single high-resolution set, won’t iOS 4 scale them down on older devices?” Sorry, no, not automatically. While iOS 4 goes seamlessly in the other direction (scaling up low-res images for iPhone 4), it doesn’t work the other way. By default, it scales all images so that one pixel equals one point. That’s a great solution for making sure that old apps work correctly on the new phone, but it doesn’t help you go the other way ‘round.
  • Everything they say about it is true: at 320 ppi, the pixels are just plain invisible.
  • at 320 ppi
    • Kartini Ishak
       
      It should be 326 PPI
  • The new phone doubles the resolution to 640x960 pixels
  • the 3.5-inch screen was always 320x480 pixels
  • Conveniently enough, the iPhone screen is 320x480 points on both iPhone 4 and older models.
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    The specifications for designing for iPhone 4's display. 
Sally Loan

The future of distance learning is calling | Education | Guardian Weekly - 0 views

  • enhance their learning experience with the use of some simple and low-cost digital tools.
  • She says tutors began to create a more effective, time-saving combination of text and audio. "They found they could write quick little annotations on students' essays and then elaborate more in the audio feedback."
  • The research also revealed that students appeared more willing to listen to feedback via audio than to commit time to reading written comments.
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  • They also said that they put more effort into their audio submissions because they knew fellow students would be listening and they didn't want to appear stupid.
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