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| Windows Phone 7 : User Interface - Using Launchers and Choosers |
| Windows Phone 7 applications have their own private storage and cannot interact with other applications installed on the phone. In some cases, you need to perform a particular task in your application that requires use of existing Windows Phone applications. |
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| jQuery 1.3 : Simple events - A simple style switcher & Shorthand events |
| To illustrate some event handling techniques, suppose we wish to have a single page rendered in several different styles based on user input. We will allow the user to click buttons to toggle between a normal view, a view in which the text is constrained to a narrow column, and a view with large print for the content area. |
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| jQuery 1.3 : Events - Performing tasks on page load |
| The window.onload event fires when a document is completely downloaded to the browser. This means that every element on the page is ready to be manipulated by JavaScript, which is a boon for writing featureful code without worrying about load order. |
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| Mapping Well-Known Patterns onto Symbian OS : Handle–Body |
| This pattern supports and encourages encapsulation and loose coupling by hiding the implementation details from your clients by dividing one class into two. The first of these, the handle, simply defines the interface and then defers all implementation of that interface to the body. |
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| Mapping Well-Known Patterns onto Symbian OS : Adapter |
| This pattern decouples interfaces by creating an intermediary class, called the adapter, whose purpose is to adapt the interface presented by one class, the adapter, and present the interface, known as the target, expected by another class, the client, that wants to use the adapter. |
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| Mobile Web Apps : Loading Pages (part 3) - Going Backwards |
| The user is now looking at a page of details about some crazy celebrity, and they’re bored. They want a new crazy celebrity to read about, so they go looking for the Back button. But going back is more than just swapping the source and destination pages again, because the animations we applied need to be reversed: the old page needs to slide back from the left into view. |
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| Mobile Web Apps : Loading Pages (part 2) - Sliding |
| Creating a slide or “push” transition is very easy now that we’ve learned to fade—we just need to update our CSS animations. To perform a push, we need to animate the current page off the screen to the left while simultaneously moving the new page in from the right. |
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| Using Media in XNA Game Studio : Media Enumeration |
| Shipping music with your game is great, but what if you want to use the media library that already exists on the user’s machine? There are quite a few games out there that let the user pick music from his or her own library while playing. Naturally, this functionality is included in XNA Game Studio. |
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| Android Application Development : Layouts (part 1) - inearLayout |
| LinearLayouts are used extensively in Android applications, and we used them in example code earlier. A LinearLayout asks that the contained Views be layed out as either a series of rows (vertical LinearLayout) or a series of columns (horizontal LinearLayout). |
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| Building an Advanced Java Game on Symbian OS (part 1) |
| More importantly, as we see in this section, you can adopt a more abstract framework for your code base which translates directly into a high degree of re-usability. There is no need to use the extreme Java ME optimization techniques that are needed on low-end platforms. |
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| Mapping Well-Known Patterns onto Symbian OS : Singleton |
| On Symbian OS, the window server (WSERV) provides a low-level API to the system's user interface devices – screens, keyboard and pointer. The API is extensive and complex and would make most application development unnecessarily convoluted if used directly. |
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| Mapping Well-Known Patterns onto Symbian OS : Model–View–Controller |
| Symbian OS supports multiple GUI variants, which are supplied by UI vendors as a layer on top of Symbian OS. By supporting multiple GUI variants, Symbian OS enables device creators to differentiate products based on form factor, UI 'look and feel', and interaction style. |
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