Optimizing OpenGL ES Applications for Brew
ualcomm’s support for OpenGL ES makes 3D graphics development for today’s wireless terminals much easier than ever before. With an interface that’s standard across a wide variety of platforms including
ualcomm’s support for OpenGL ES makes 3D graphics development for today’s wireless terminals much easier than ever before. With an interface that’s standard across a wide variety of platforms including
ecause Java is theoretically portable, people assume that when you develop a Java mobile application, it should run correctly on all Java-enabled devices. Like most things theoretical, this just doesn’t
Unit tests have become a staple part of most Java Standard Edition (SE) and Enterprise Edition (EE) applications?especially those that espouse test-driven development. Kent Beck and Eric Gamma’s original Smalltalk
penGL has long been a standard interface for 3D graphics development. Developed by SGI, its only real competitor today is Microsoft’s Direct3D. Unfortunately, until recently there’s been no mobile analogue
rior to Window Mobile 5.0 (WM5) even simple things such as checking battery status, sending an SMS, or programming Pocket Outlook were rather difficult. Fortunately, WM5 came with new managed
y last article mentioned the BREW IThread as a possible solution to the challenges of dealing with blocking code on BREW. Whether you’re porting existing code to BREW or writing
ne dilemma developers face when building applications for mobile platforms is deciding which platform to focus on. In the past, Microsoft developers’ choices were limited to Windows Mobile-based platforms; but
riting?and maintaining?portable code is as much an art as it is the holy grail of many software companies. If your firm’s success is based on a key algorithm for mobile
obile devices are becoming the most prevalent computing platform ever. With close to 2 billion mobile handsets in use everyday, mobile is not a platform that any developer can ignore.