Programming the Mobile Web
Maximiliano Firtman
Language: English
Pages: 774
ISBN: 1449334970
Format: PDF / Kindle (mobi) / ePub
With the second edition of this popular book, you’ll learn how to build HTML5 and CSS3-based apps that access geolocation, accelerometer, multi-touch screens, offline storage, and other features in today’s smartphones, tablets, and feature phones. The market for mobile apps continues to evolve at a breakneck pace, and this book is the most complete reference available for the mobile web.
Author and mobile development expert Maximiliano Firtman shows you how to develop a standard app core that you can extend to work with specific devices. This updated edition covers many recent advances in mobile development, including responsive web design techniques, offline storage, mobile design patterns, and new mobile browsers, platforms, and hardware APIs.
- Learn the particulars and pitfalls of building mobile websites and apps with HTML5, CSS, JavaScript and responsive techniques
- Create effective user interfaces for touch devices and different resolution displays
- Understand variations among iOS, Android, Windows Phone, BlackBerry, Firefox OS, and other mobile platforms
- Bypass the browser to create native web apps, ebooks, and PhoneGap applications
- Build apps for browsers and online retailers such as the App Store, Google Play Store, Windows Store, and App World
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formerly known as Windows Marketplace, for native app distribution. Figure 1-6 shows an example of a device running Windows Phone 8. Brands, Models, and Platforms www.it-ebooks.info | 17 Figure 1-6. Windows 8 and Windows Phone 8 include a new user interface, originally called Metro; here you can see the Nokia Lumia 820 with Windows Phone 8 installed. Windows 8 Windows Phone is not intended for tablets because Windows 8—the big version—is prepared for bigger touch devices. Windows 8
for gaming. Many of these devices had proprietary input devices, like a scroll wheel or a touchpad, although some touch-enabled devices were launched in the last few years, giving users more multimedia and gaming support. 24 | Chapter 1: The Mobile Jungle www.it-ebooks.info Until 2012 all BlackBerry smartphones shipped with the BlackBerry OS, a proprietary operating system compatible with Java ME with extensions, and, of course, a mobile browser. We can categorize the devices by operating
The devices with browsers had black and white screens without image support (or very basic support) and could display only three or four lines of text on the screen. This early version of the mobile Internet was a failure. It was expensive and did not offer any useful services. The overall user experience was very poor. A few years later, 2.5G technologies such as the General Packet Radio Service (GPRS) appeared on the market. These technologies allowed us to browse the Internet (even WAP 1
own rendering and execution engines, uses the native web view. From a user’s point of view, it’s a browser. From a developer’s point of view, it’s just the web view with a particular UI. Therefore, we have the same rendering engine as in the preinstalled browser, but with a different UI. These pseudo-browsers are mostly avail‐ able for iOS and Android, and they offer the same service as the native browser but with different services on top of them. This can lead to some philosophical questions
mobile-specific func‐ tionality in the markup, like keyboard shortcuts. Over time, mobile devices evolved into what we know today; now some mobile devices are even more mature than desktop ones, and mobile devices began using HTML5 before desktops, well before the standard (still in draft format) was finished. WML WML was incorporated into the WAP 1.1 standard and was the first standard of the mobile web. It was standardized not by the World Wide Web Consortium (W3C), but rather by the WAP Forum