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Rischpater_R._Software_development_for_the_QUALCOMM_BREW_platform_(2003)(en)(352s).chm
【文件名】:12423@52RD_Rischpater_R._Software_development_for_the_QUALCOMM_BREW_platform_(2003)(en)(352s).chm
【格 式】:chm
【大 小】:3087K
【简 介】:
Introduction
Analysts and pundits alike have been pointing to the promise of a revolution in wireless telephony for several years. The increasing number of so-called "convergent" devices—smart phones with keyboards, Personal Digital Assistants (PDAs) with cellular radios, or hybrid PDA phones—clearly heralds the onset of a new way of viewing computing and communication.
QUALCOMM, the inventor and leading manufacturer of Code Division Multiple Access (CDMA) technology, has introduced the QUALCOMM BREW platform to permit software developers like you and me to deliver high-quality applications to wireless subscribers everywhere. QUALCOMM BREW consists of the client layer, which is a thin layer of Application Programming Interfaces (APIs) that resides atop the chip set in many of today's wireless handsets, and a back-end delivery system for carriers, which consolidates software deployment, delivery, and payment with the handset and subscriber's billing system. The QUALCOMM BREW platform is available on more than two million handsets today. Furthermore, more than 50 percent of handset users regularly purchase applications with their QUALCOMM BREW–enabled handsets, and the platform is available from major carriers in several countries, including Verizon Wireless, AllTel, and U.S. Cellular in the United States, China Unicom in China, Vivo in Brazil, KDDI in Japan, Telstra in Australia, and KTF in South Korea.
With mobile handsets expected to surpass other kinds of data connectivity by 2005, and with QUALCOMM BREW leading the pack for mobile wireless application development and deployment, now is the time for you to begin developing applications for the QUALCOMM BREW platform.
【目 录】:
Chapter 1 - Introducing the QUALCOMM BREW Platform
Chapter 2 - Designing for the QUALCOMM BREW Platform
Chapter 3 - Developing for the QUALCOMM BREW Platform
Chapter 4 - Handling Events
Chapter 5 - Interacting with the User
Chapter 6 - Streaming Data
Chapter 7 - Storing Data
Chapter 8 - Drawing Graphics
Chapter 9 - Playing with Sounds
Chapter 10 - Networking Your Data
Chapter 11 - Controlling the Handset
Chapter 12 - Certifying Your Application
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