Modern smart phone applications include web browsing, multimedia, gaming thus demanding high performance that are comparable to that of desktop and laptop machines.
Data access optimization and caching is one of the key factors that can dramatically improve performance and therefor the user experience.
The turning point
In the last months of 2010 Apple has removed many restrictions in its developer agreement and published guidelines about the apps it will accept and reject.
Between these restrictions there was also the impossibility to submit to the appstore apps built using the packager for iPhone.
Flash on the iPhone ? really ?!
No, not really.
This is made possible by a Low Level Virtual Machine (LLVM) compiler infrastructure developed to understand AS3 code and able to output native ARM assembly code.
Porting to iPhone/ipad your AS3 projects is pretty easy and through the Packager for iPhone and Air for Android you can theoretically develop cross-platform application that looks exactly the same regardless the device it runs on.
Read more »
If you own an Android 2.2 (Froyo) device you must know that you can already start building (and testing!) your AIR 2.5 applications for Android. There’s more: if you are an FDT user like me you should be glad to know that is very easy to build and package our AIR4Android applications without even leaving our favorite tool!
UX Lx is a premier User Experience Conference and this year was a jam–packed three day event in Lisbon.
UX Lx is a premier User Experience Conference, and our speaker lineup is really the cream of the crop in the industry worldwide. They’re Usability Experts, Information Architects and Interaction Designers, all of them bestselling authors in their fields. You’ll not only be inspired by their 12 thought provoking talks but you’ll have the opportunity to learn 1 on 1 in their 16 practical workshops.
Many design & UX leaders took part to the event with interesting speeches. One of them was Brian Fling with an inspiring presentation about Designing Mobile Experiences. Below you can find slides from slideshare.com, enjoy:
Lee Brimelow (Platform Evangelist at Adobe) just published on gotoAndLearn.com couple new video tutorials. One focusing on responding to Raw Touch Data and handle multi-touch:
I just uploaded a new tutorial that explains how to respond and handle raw touch data in Flash Player 10.1. In a previous tutorial I showed how to respond to gestures, but intouch mode you can track all of the touch points on your screen. The 3M display that I am using supports up to 60 touch points, although I have yet to think of an example of how to use them all.
And the second one about AIR for Android (part 1):
I just uploaded the first tutorial in a multi-part series on developing AIR applications for Android. In this first tutorial I explain how to get your development environment setup and how to create and load a simple application onto your device using Flash CS5. Future tutorials will cover topics like using the emulator and performance optimizations.
Enjoy!
Hi! Below you can find the presentation I created for the last mobile dev day in Rome this year. Enjoy!
Since there’s a lot of buzz around mobile Web, I’ve decided to publish a first series of guidelines that will hopefully help both Web and mobile developers to face this new opportunity.

You can read the 2 articles on my blog on Forum Nokia:
- Mobilising websites: guidelines for WRT Widgets development, part 1
- Mobilising websites: guidelines for WRT Widgets development, part 2
Feedbacks are welcome!
Hi all, Here is my presentation on MobileAppliance.org an open source framework for serving remote functionality to J2ME and Android handsets.
3
J2ME Guide – Part 8
As is well known, the number of devices on the market, and their features, are growing continuously; every now and then a new mobile phone or a PDA is launched on the market. At first, a mobile phone was employed just to make and to receive voice calls. Now, our device is a powerful object that allows us to listen to music, to take pictures and videos and to browse the web. These multimedia capabilities couldn’t be ignored by the MIDP 2.0 designers, which had to design an open, simple but powerful framework to manage multimedia data. The problem was always the same: the device has a small amount of memory and a not very powerful CPU. As they did for the others classes, they decided to start from a subset of an existing API, the JMF (Java Media Framework). They had two alternatives to do that: Read more »
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J2ME Guide – Part 7
Until now we’ve learned how to create GUIs for our device applications using Low and High level APIs, which are at the base of every MIDlet application. Another fundamental feature we need to learn is the way our device communicates to the world using some kind of connection. For instance, we can think about an application connecting to a server in order to send or to receive emails; another – more sophisticated – example may be an application which collects GPS information data and then sends it to a server which plots the sender’s position on a map. The capability to connect to the external world is a fundamental feature in the MIDP 2.0 specifications. As we’ll see later, we can think about two different kinds of APIs for managing I/O connections that we can classify in: Read more »
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