setup
This document is released under the GNU Free Documentation license . Overview of the maemo SDK Maemo is an open source development platform for Linux-based handhelds, such as Internet Tablets. With the maemo SDK, you can: Run your own and ready-made applications on the maemo platform using a Linux PC. Create your own maemo UI applications which can be tested and debugged inside the maemo SDK with a normal Linux PC. Port your favorite open-source Linux project as a maemo application. Build application packages which can be installed to maemo-compatible devices. This document is a basic tutorial for the maemo platform and teaches you: What is inside the maemo platform (see Section Overview of the maemo platform ) How to install and use the maemo SDK (see Sections Setting up and testing the development environment and Using the development environment ) How to write Internet-connected applications with the maemo platform (see Section Writing Internet-connected applications ) Quick start Matchbox
Welcome to dotMobi | dotMobi
Sizes of iPhone UI Elements
How to detect the current device size and kind Other dimensions common to all screen sizes: Points vs. Pixels Apple introduced retina displays starting with the iPhone 4. You don't have to modify your code to support high-res displays; the iOS coordinate system uses points rather than pixels, so the dimensions and position in points of all UI elements remains the same across all devices. iOS supports high resolution displays via the scale property on UIScreen, UIView, UIImage, and CALayer classes. To refer to an image in your code (or in Interface Builder), use the filename of the standard sized image. iOS will automatically detect and use the @2x version if the device supports it: imageView.image = [UIImage imageNamed:@"button.png"]; Adjusting Sizes Click here to see how to adjust View Frames and Bounds. Additional References Apple Documentation: Points vs.
Effective Design for Multiple Screen Sizes
So you’re a designer and have been tasked with the design of a mobile web site. Chances are, unless you’re designing for only one device you’re quickly going to be faced with a common problem experienced by designers who work with mobile devices; figuring out what screen size to actually design for. For instance: The iPhone is 320 pixels wide by 480 pixels high.Many Nokia N-Series devices are 240 pixels wide by 320 pixels high.Newer devices often support a landscape mode where the width and height are spontaneously reversed.Older (yet still popular) Nokia devices have displays ranging from 176 by 208 pixels up to 352 by 416 pixels.Blackberry screen resolutions range anywhere from 160 x 160 pixels all the way up to 324 x 352 pixels. This article is intended to help you develop effective design strategies to target a diverse range of mobile devices and screen sizes. Expect and manage diversity But wait, things may not be as bad as they first appear. The ‘Problem With Pixels’
IOS Developer Cheat Sheet
Last revision (mm/dd/yy): 04/7/2014 This document is written for iOS app developers and is intended to provide a set of basic pointers to vital aspects of developing secure apps for Apple’s iOS operating system. It follows the OWASP Mobile Top 10 Risks list. From a user perspective, two of the best things one can do to protect her iOS device are: enable strong passwords, and refrain from jailbreaking the device. For developers, both of these issues are problematic, as they are not verifiable within an app’s sandbox environment. (Apple previously had an API for testing devices to see if they are jailbroken, but that API was deprecated in 2010.) Insecure Data Storage (M1) Without a doubt, the biggest risk faced by mobile device consumers comes from a lost or stolen device. Remediations In general, an app should store locally only the data that is required to perform its functional tasks. Weak Server Side Controls (M2) Insufficient Transport Layer Protection (M3) Client Side Injection (M4)
UI Guidelines for mobile and tablet web app design | Mobile Web Programming
Official user interface (UI) and user experience (UX) guidelines from the manufacturers, links to which you can find below, are a source of inspiration for mobile web and app design. Here, you will find guidelines, samples, tips, and descriptions of common mistakes. Many of the guidelines focus on native application development, but we can apply most parts of them to mobile web design too. Remember to provide the best possible experience on each platform. Do not deliver an iPhone experience to a BlackBerry user. More tips on mobile web design on the Programming the Mobile Web book. Do you know any other UI Guideline? Tags: android, bada, design, ipad, iphone, nokia, sony ericsson, symbian, ui, windows
8 Useful Interface Design Techniques for Mobile Devices
You can be the best web designer in the industry, but if you do not know how to properly lay things out and create a great interface for mobile devices, you will fail in such a task. With that said, designing for mobile devices is quite different from designing for mainstream devices such as your PC as screen sizes and resolutions play a big part in how much space you can utilize, and how it performs. Therefore, we cover eight useful interface design techniques for mobile devices that will help you get started on your quest for designing for mobile platforms. Layout, Layout, Layout The layout of the design is what sums it up for accessibility, usability, and overall readability for users on mobile devices. First and foremost, the design needs to be flexible across the mobile devices as all screen sizes and resolutions vary greatly between each and every mobile device. Order and Size These are two major keys to a good user interface for mobile devices. Hierarchy of Importance Lightweight
Designing for iPhone 6 and 6 Plus | App Agentur creative workline GmbH
Apple was holding back the inches for a while, but now they have made their new iPhones bigger. The new iPhone 6 comes with a 4,7″ screen and his big brother, iPhone 6 Plus has a 5,5″ inch screen. The screen of the iPhone 6 has a resolution of 750 x 1334 at a 326 pixels-per-inch (ppi) and the iPhone 6 Plus a resolution of 1920 x 1080 at a higher density: 401 ppi. For the basic users this will simply mean: a bigger and a sharper screen. For iOS designers and developers it will mean: more work, but also more opportunities. Pixel perfect While designing for iOS we designers use points, and all the design elements made out of these points (such as vectors) will be shown on your iPhone as pixels. The factor where we have been working with since the retina screen is ‘@2x’, and that is the resolution that will be the standard for the iPhone 6 since the PPI don’t differ from the previous retina screens (326). So how to deliver a pixel perfect design for your design? Small and thin UI elements