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310-055 Sun Certified Programmer for the Java 2 Platform, yardstick Edition 5.0

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310-055 exam Dumps Source : Sun Certified Programmer for the Java 2 Platform, yardstick Edition 5.0

Test Code : 310-055
Test appellation : Sun Certified Programmer for the Java 2 Platform, yardstick Edition 5.0
Vendor appellation : SUN
: 581 real Questions

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SUN SUN Sun Certified Programmer

Cisco to present Wi-sun certified IoT products for relaxed Utility and sensible metropolis Deployments | killexams.com real Questions and Pass4sure dumps

At Cisco, we’ve been offering networking infrastructure to utilities and wise Cities world wide.  Their purchasers believe told us that they necessity comfy interoperability across their contraptions and sensors related over at ease multi-goal networks.

As a Sponsor member of the Wi-sun Alliance – a global ecosystem of organizations in search of to accelerate the implementation of open specifications-based sphere enviornment Networks (FAN) and internet of things (IoT) terminate device interoperability – Cisco has been actively working with member groups to define, test, and bring a common open-standards based profile for this interoperability.

in the equal course that discrete smartphones, drugs, computers and other instruments can link by means of Wi-Fi, the Wi-sun FAN specifications assist breathe confident that diverse utility, sensible city and industrial devices can securely connect to trade-grade wise utility and sensible city networks.

today we're blissful to proclaim Cisco’s aid for the brand unusual Wi-solar sphere enviornment community (FAN) Certification application. Cisco has already begun the system to certify the CGR1240, IR509, IR510, IR529, and the IR530 industrial routers beneath these unusual Wi-solar requirements – and they are expecting to present their first Wi-sun certified IoT items by course of the conclusion of this year.

Wi-solar = wireless wise Ubiquitous Networks.take a witness at this video for a short overview.

according to open industry standards posted through the IEEE and IETF, the Wi-sun FAN Certification defines a cozy, resilient, multi-carrier IEEE 802.15.4 mesh community that can aid IPv6 Industrial IoT container functions at a million-node scale. The Wi-sun FAN Certification will give consumers assurance that licensed items within the software are interoperable with one another and sourced from dissimilar carriers.

This unusual certification program is the culmination of a long time of vast toil via Cisco – in collaboration with other like-minded vendors – to implement and validate a comfy, multi-supplier, multi-provider FAN infrastructure, giving shoppers a viable option to closed and proprietary service offerings.

further details in regards to the Wi-sun Alliance will furthermore breathe discovered here.


Wi-solar Launches FAN Certification program For tremendous outside IoT Networks | killexams.com real Questions and Pass4sure dumps

The Wi-sun Alliance, a world ecosystem of member organizations searching for to accelerate the implementation of open necessities-based mostly sphere locality Networks (FAN) and the cyber web of things (IoT), recently introduced its FAN Certification application. FAN is a communications infrastructure for terribly tremendous-scale networks that works by course of letting gadgets interconnect onto one common community.

the provision of the FAN Certification software is the outcome of the collaboration of a couple of Wi-sun Member corporations. in the course of the certification program, the Wi-solar Alliance certifies items in response to their compliance to a communications profile derived from relevant open requisites and their means to interoperate with different Wi-solar certified items.

The FAN Certification application will certify instruments for expend by using utilities, city developers and other provider suppliers to simplify and aid tremendous-scale, outdoor networks for sensible cities, smart utilities and different IoT rollouts – and to assist nick back prices and delays. Wi-solar members arrangement to proclaim certified products in q4 2018.

Wi-solar says that it believes proprietary techniques no longer to breathe sufficiently bendy, or as in your expense reach as options according to open standards, and that they will develop into less crucial within a few years. Adhering to the Wi-sun FAN profile in response to open IEEE and IETF specifications allows for provider providers, wise cities and utilities to install adaptable multi-carrier networks and may capitalize get unavoidable interoperability, not best today, but furthermore for a long time to return.

“Wi-sun remains at the forefront of IoT innovation, and as cities, utilities and the industry grows their IoT networks, they are increasingly recognizing that trade-extensive open requisites are basic for interoperability and scalability,” referred to Phil Beecher, President and CEO, Wi-solar Alliance. “FAN Certification is an endorsement for governments and the traffic that their participants' products are compliant to those open specifications, and safeguards fine, interoperability, safety, scalability – and eventually gives consumers a aggressive competencies.”

All Wi-sun certified products are validated by using an authorized Wi-sun appointed third-birthday party check lab to breathe unavoidable the contraptions toil together easily and securely for swift time to market. licensed contraptions consist of a digital certificate to authenticate entry to a Wi-sun FAN community, tremendously decreasing vulnerability to cyber safety threats. beneath a sever agreement, Wi-sun has selected GlobalSign to give certificate Authority (CA) functions to Wi-solar Alliance member companies.

“We continue to peer Wi-sun technology as an huge enabler for significant-scale IoT functions throughout Hawaii with the availability of its FAN Certification program,” spoke of Colton Ching, SVP, Planning & expertise, Hawaiian electric powered. “The Wi-solar Alliance and its participants believe taken an immense step ahead in bringing multi-dealer, interoperable options to fruition.”

here are among probably the most organizations who were actively leading a course to certification: Analog gadgets, Cisco, EPRI, Itron, Kyoto tuition/Nissin systems, Landis+Gyr, ProCubed, Renesas and ROHM Europe.

Ken Briodagh is a writer and editor with greater than a decade of undergo beneath his belt. he's in adore with technology and if he had his druthers would beta check everything from shoe telephones to flying vehicles.

Edited with the aid of Ken Briodagh


Getting the world of "sprint Vector" Over the finish Line (via Kevin Andersen, Survios Technical Artist) | killexams.com real Questions and Pass4sure dumps

here blog post, unless in any other case referred to, become written with the aid of a member of Gamasutra’s neighborhood.The concepts and opinions expressed are those of the writer and not Gamasutra or its mum or dad business.

by Kevin Andersen, Survios Technical Artist

"sprint Vector" was an undergo to make. As I initially drafted this, project champion and lead style designer Andrew Abedian appeared like he crawled out of a shallow grave to bewitch a nap in an workplace chair, producer Chris Thompson became pouring crimson Bull in his espresso, and Console QA lead Kris Gruchalla changed into half-wakeful doing butterfly-knife hints to an viewers of fearful interns. The online game itself was a massively ambitious assignment with large maps, eight simultaneous players totality with unique persona models, quite a lot of results and UI features, an customary surroundings and story, two totally-voiced commentators, and probably every other things―all delivered straight to your visage in digital fact, carrying a brand unusual Fluid Locomotion outfit that tricks your brain into pondering you deserve to evanesce this speedy. certainly, bringing "dash Vector" from thought to reality was an immensely educational, completely infuriating, and superbly moneymaking manner for the complete team. The options they present in doing so should breathe neatly worth analyzing about, not just for other video game devs, but additionally for enthusiasts, fanatics, and the next-of-family members to the few QA testers who caught hearth.

So here―from the preliminary block-out section of the stage designs to the finalized lighting fixtures and effects being frantically tuned at the ultimate minute—the "sprint Vector" team items a virtually-entertaining account of building’s many technical hurdles and how they believe been chainsawed. Some jargon may breathe overseas to the typical reader, so if you’re in doubt of whatever thing, just anticipate it became very incredible.

Arting the video game and setting up "the seem"

The group wanted to achieve some thing brilliant, with a enjoyable, comedian-e-book-y suppose that wouldn’t squash the participant with particulars as they zoomed through totality of it at splendid speeds. an easy, colourful, comic strip world become the antidote to uncooked information’s dark, designated, sci-fi aesthetic. Seriousness summarily defenestrated, they adopted a brand unusual commonplace of zany wackiness and wacky zaniness, with tips of madcap shenanigans and offset with notes of whimsy and prosperous sandalwood.

 

 

conserving everything elementary—and immediately readable at 50 mph—required environments to breathe made up completely of massive, evident shapes and solid colors. To that end, using textures on atmosphere property become eschewed and the period of vertex color began. "dash Vector’s” world property weigh well-nigh completely on vertex colours for diffuse and roughness/metallic values on the vast majority of their materials. They furthermore expend sharp-edged geometric detail to betoken surface elements like sand and rocks. This ultra-simplified style had each professionals and cons vs common video game-paintings creation.

  • professionals: Fewer textures potential less VRAM used and sooner loading times. Making things straight away and authoring their shades totality in maya, unifying colour and roughness schemes throughout the online game, and only needing a sole UV channel (for lightmaps), given that no textures furthermore ability no caring about tilling or seams.

  • Cons: using geo, as a substitute of orthodox maps, for every characteristic inflates the vertex weigh number, which is already doubled in any VR video game. also, arduous edges (split vertex normals) on everything then additional triples the vertex count, sending the radically change imbue and mesh recollection allocation into the nefarious zone of disappointment.

  •  

    every triangle that makes up a given floor receives its commonplace (facing path) from the assistance contained in its three vertices and any one vertex can most efficacious believe one average. in case you wish an fragment between two faces to breathe sharp, you believe to wreck up the vertices at its elements so every visage is getting its regular tips from its personal sever set of verts that are actually just sharing places with the vertices from the encompassing faces. That vert-splitting is not free; you pay the GPU imbue of remodeling each vertex no weigh where it is and the yardstick asset’s vertex weigh can triple with just that one trade. As pointed out, a VR video game’s geometry necessity to breathe converted twice for a stereo camera, so now you’re looking at 6x maya’s mentioned vertex count, throttling the GPU and making tech-artists like me seethe with rage at the hubris of it all.

    an additional theme with the complicated-side strategy turned into that LODs grew to become basically gruesome in fact speedy. The swap from hi-res to low-res will furthermore breathe hidden by a long shot via averaged (easy) visage normals, but when a hard-side disappears everybody sees it. For that intent, Unreal’s auto-era of LOD meshes uses normals to investigate which edges to delete while simplifying a mesh, and it just can’t get respectable decisions when the entire edges are sharp. They necessary any other manner sharpening the normals on their plane geometry, so I made a material that altered the style floor normals are study within the pixel shader.

    The obstruct on the left is the mannequin as it changed into imported to the video game, with totality of its vertex normals averaged. This continues the vertex weigh number as tiny as feasible but makes it look like a tragic blob of nothing. The obstruct on the prerogative is a similar asset with the locality hardness restored, bringing the particulars again in order to perceive the particular person bricks. Its floor normals believe in fact been faked in the pixel shader with the material trustworthy judgment below.

    The GPU renders scene pixels in 2x2 quads that allow it to compare a floor’s UV coordinates at four points and expend that distance to verify the proper mip stage to get expend of for the texture witness up. The subsidy here is that this furthermore allows other houses of pixels to breathe in comparison to every mid-render through the expend of the DDX and DDY features in the material graph. These guidance recur the delta between a pixel and its neighbor alongside the display’s x or y axis for the given attribute. during this case, the attribute they necessity is the pixel’s region on the earth. The deltas between these positions are therefore valuable tangents and bitangents from which a surface orthodox can furthermore breathe derived by course of normalizing their pass product. The outcome is then plugged into the fabric’s ordinary input (the region a orthodox map texture would customarily go). one more capabilities of this approach is the ability to blend between challenging and facile normals with vertex alpha, or over distance to conceal LOD popping. This formula did cause some disturbing racket on steel objects if you rise up shut, however that became commandeer considering that the reductions.

    Populating A cartoon World

    The characters essential extra aspect to supply them actual character, so their design effectively could not breathe flat-colour and keen edges just like the leisure of the game world. They were totality made by using one mister Damon Woods within the traditional Maya/ Zbrush/Photoshop workflow, and they totality had the complete complement of texture maps.

    Unreal’s default lights mannequin, although, became just not equipped to get them look like anything else however plastic, wood, or metal. also, due to the fact that the online game is ahead-rendered (for that sweet candy MSAA), a subsurface-scattering cloth turned into furthermore no longer an alternative, even if they wanted one. but they completely didn’t. So there.

    within the above comparison, the Cosmo on the revise feels like an motion determine. In still-renders that’s now not dangerous, however when it moves around in VR it appears creepy as hell. At this aspect, a majority of the crucial outcomes had already been made, and had been totality in simple terms cartoony. They regarded imposing in their simplified environments with their hand-painted skydomes, and that they in fact bought the universal aesthetic. those plastic characters, although, clashed with the results in a course that made it materialize to breathe they both got here from two distinctive downloadable asset-packs and they just slapped them together within the identical online game. They needed these characters to render much less like haunted mannequins and greater like comedian publication illustrations, the expend of a stylized lighting mode that did their design and modelling justice. There isn't any cel-shaded lighting mannequin in Unreal 4, so they needed to get one. It become time to prototype.

    You’ll notice that the above cloth graph is unlit and best has an emissive enter. That’s because here is no longer yet a honest shading model; it most efficacious gives an illustration of what the influence would breathe if this trustworthy judgment had been used to gentle a surface from a sole facile supply. A stepped, off/on lights mannequin would cause evident aliasing that could not breathe solved with MSAA and would furthermore rep worse as the lights obtained brighter. instead, I aimed to crunch the primary lambertian falloff totality the course down to a thin gradient between better areas of completely-lit and fully-darkish, without ever making the transition pixel-sharp. To try this, I quite simply remapped the dot fabricated from mild vector and floor common (lambert lights mannequin) from -1:1 to -n:n (the region n = the warp of the lit and unlit areas toward every other), after which clamped the influence again to 0:1, which might then breathe expanded by the product of basis colour and light-weight colour for the final outcomes for that easy. The rim spotlight turned into an facile fresnel that scaled up the direct lighting fixtures contribution because it approached an side, then crushed the ensuing gradient in the equal manner to match the style. An further ambient rim mild turned into later introduced as a material duty to a couple substances as smartly.

    Getting this logic into an precise lighting fixtures mannequin, i.e. usable with any quantity and benign of lights, requires making giant adjustments to the rendering code. I’m no longer an engineer, or even a first-are attempting inordinate school graduate, but I’ve used Unreal lengthy ample to endure in mind when UE3 (UDK) had a customized-lighting enter in its material editor that allowed you to construct your personal lights model basically from your personal node-logic. UE4 doesn’t give you entry to any of that anymore, but that you would breathe able to access two particular lights contributions: the atmospheric solar easy’s direction and its colour. With these as representatives of any given mild, I developed the pictured cloth graph to boost the look to breathe of a hypothetical cel-shaded lights mannequin before handing it off to their rendering engineer, Eugene Elkin, to achieve totality of the genuine work-work. Eugene will bewitch over the subsequent section, to give his own insight into the relaxation of this system, when you account that I’m now not a programmer and you comprehend I’d simply breathe making things up like I actually believe been for five paragraphs now.

    including the Toon Shader to the Engine (with Senior utility Engineer Eugene Elkin)

    With the shading mannequin’s proof-of-concept prototype complete, it’s time to Put in coerce that shading mannequin in code. while here's not a tough assignment, it can furthermore breathe a bit of time-ingesting due the quantity, and dissimilar locations, of minuscule engine adjustments which are required to add totality of the revise variables.

    The easiest manner to add a brand unusual shading mannequin to the engine and editor is to comply with the sample of an extant shading model. The very first component you’ll are looking to achieve is add your unusual enum entry to the EMaterialShadingModel. you are going to must expend the search duty to celebrate around any other enum entry so as to add your unusual enum to each and every vicinity it exists. There are about seven or eight areas you’ll should try this, to account for in every sole region your shading mannequin may well breathe referenced, in-editor or at runtime.

    With the Shading mannequin enum propagated, you should believe totality the revise shader defines created as neatly. It’s time so as to add their shading model’s variables. The procedure here is an identical as mentioned above. Add your enum entry to the EMaterialProperty. once once more expend one more entry from EMaterialProperty to find the entire areas that necessity to breathe edited.

    once variables and shading model variables are created they want an outstanding home internal the shader code to in reality effect some trustworthy judgment. They delivery off within the FPixelShaderInOut_MainPS of BasePassPixelShader.usf by course of saving off their shading model’s variables to GBuffer.CustomData.

            #elif MATERIAL_SHADINGMODEL_TOON_LIT            GBuffer.ShadingModelID = SHADINGMODELID_TOON_LIT;            GBuffer.CustomData.x = GetMaterialToonLitRoughness(MaterialParameters);            GBuffer.CustomData.y = GetMaterialToonLitBias(MaterialParameters);  

    as soon as the roughness and warp variables are cached, they are able to expend them to duty the shader calculations precise within the prototype. The toon shading equation is race as soon as within the float4 GetDynamicLighting() and again in float3 SurfaceShading() to believe an consequence on diffuse and specular respectively.

     

    After compiling the editor and engine, artists will now believe a unusual shading model to choose, and further residences to tweak within the cloth editor. The previously unlit prototype material’s trustworthy judgment has been translated prerogative into a functioning shading mannequin that may toil with any quantity or type of dynamic lights! Now the tech-paintings lead will cease bringing it up totality of the time if you’re on smoke wreck.

    ambiance

    HAY GUYZ IT’S KEVIN I’M back. You comprehend what I’m gonna negate so prerogative here it goes: it’s time they sat down and had a sober discussion about the clouds in "dash Vector." They’re neat. They’ve been a scorching theme matter ever since I insisted they had been just now. almost one person has been asking how they got here to be, so here’s the entire sizzling story:

    conception artist Hadi Jalali made a chilly hand-painted skydome for the E3 2017 demo, and they knew they couldn’t simply re-use that for every tiny thing, but they furthermore didn’t believe the time to get enjoyable, excessive-res, hand-painted skydomes for each map in the video game. fragment of my job—smartly most of it, at this aspect—is lights totality the tiers, and that constantly comprises loads of fabric, texture, and outcomes toil as neatly. one of the vital maximum ROI property I made in that endeavor believe been the rattling clouds. 

     

    Above, which you could perceive one of the cloud meshes and its vertex colorations. I used xNormal to bake the AO and translucency maps, positioned them into the purple and eco-friendly channels of a texture, then went back into maya and imported that file as a vertex colour set for the mesh. this way, neither texture is ever truly used in online game.

    Populating the sky with clouds that sell the video game’s atmosphere and aesthetic - however didn’t assassinate performance - would require some extra planning and fabric work. I knew it needed to breathe an incredibly cheap fabric, nevertheless it additionally needed to lend itself to myriad lights circumstances whereas at totality times looking as stylized and colorful because the ease of the video game world. the entire clouds are the equal 3 meshes, every with 3 LODs, rotated and flipped totality over the sky in super artsy ways. i mentioned in the past that UE4 offers you entry to the sunlight’s path and color on your cloth setup, and that truth was once again crucial to getting the cloud fabric to toil in varied ranges with discrete outside lighting fixtures:

     

    As that you can see, this cloth is furthermore unlit and handiest has an emissive input. The clouds are littered with the solar, but most efficacious via AtmosphericLight nodes within the graph here; there is no specific lighting going on. for the judgement that the vertex colours contain the AO and thickness of the cloud meshes, I used that assistance to fake the ambient lighting fixtures and furthermore the sunlight shining via them when they are near the sun. Translucency turned into simulated within the fabric by using wrapping the sunlight palpate extra around the cloud from the attitude of the light, attenuating it by course of each the thickness map (vertex crimson channel) and the course shut the cloud is to blockading the solar in the participant’s view (dot product of digital camera vector and AtmosphericLightVector). The ambient gentle around the cloud was a simple colour parameter multiplied via the AO (vertex eco-friendly channel). This fabric, in live performance with the ‘directional in-scattering’ characteristic of exponential height fog, proved beautifully all-around and become used on nearly each plane with an open sky.

    lights the area

    "dash Vector" doesn’t believe laps; the tracks are linear birth-to-conclude lessons. They made reversed versions of the entire maps, which unfolded chances for unusual shortcuts and falling/climbing sections that you simply’d not ever perceive going one direction. Having a reversed edition of a map furthermore requires an entire unusual lighting scheme to preserve issues sparkling and expand the video game’s visual palette from one race to an extra.

     

     

     

    Unreal’s static lighting reply is immensely scalable and lends itself to aggregate-procedures that mix both static and dynamic lights. whereas static lighting is pre-computed and has a very high fine and efficiency ceiling, it is noiseless static and should now not toil with the toon-shader as the characters circulate by means of sources of gentle. further supervision needed to breathe taken to breathe confident that the number of dynamic lights and their influence radiuses had been stored to a minimum whereas noiseless ensuring that the characters had as a minimum one dynamic light on them as frequently as viable. due to the fact that “dash Vector” takes locality totality the course through a wacky game display, the tracks had been littered with neon markers to direct the player and promote excellent products like Andew Deodorant (a nod to an in-studio meme involving Lead designer Andrew Abedian and an ill-started typo on his GDC badge). Unreal Lightmass’s emissive locality mild feature makes it feasible for these glowing meshes to forged their light into the ambiance without me having to manually region lots of tiny static lights.

     

    The sun turned into at totality times a stationary directional facile with ‘enviornment Shadows’ DISABLED. This kept the static shadow maps keen and made the lighting fixtures look cartoony. The dynamic shadows solid by means of the gamers needed to breathe low-resolution for performance, but the blurriness clashed with their shading, so the shadow filter sharpening had to breathe multiplied. This revealed extra racket of their low-res shadow map as they animated, nonetheless it stored their shading and shadowing aesthetically constant. The sun is the simplest light that casts a dynamic shadow, except for the spotlights within the intro.

     

    probably the most optimizations made feasible by ahead lighting fixtures mode is that substances will default to a plenty more cost-effective version of the reflection environment that does not interpolate between reflection captures’ a lot of cubemaps, however fairly simply chooses the closest one and makes expend of that. This vastly decreases lighting guidelines and the can imbue of reflection captures, but requires you to locality greater of them and breathe extra mindful to evade cases where one component to ground has an unexplained purple light from being too close to a mirrored image snare in an adjoining room. one more situation with reflection captures is that they're refreshed on level-load. that would breathe great, however their ranges believe fog that changes its density and colour as you enter and exit areas. these areas would then believe that fog of their reflections and get brilliant objects glow the incorrect color in the event you rep there. To fix this, they made a minuscule engine exchange to allow reflection captures to get expend of just a few of the selfsame demonstrate flags as scene captures. Disabling fog within the captures solved the situation.

    Conclusion

    "dash Vector" turned into challenging to make.


    310-055 Sun Certified Programmer for the Java 2 Platform, yardstick Edition 5.0

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    Test appellation : Sun Certified Programmer for the Java 2 Platform, yardstick Edition 5.0
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    Sun Certified Programmer for the Java 2 Platform, yardstick Edition 5.0

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    How Low-Code Can You Go? IT Tests ‘Disruptive’ App progress | killexams.com real questions and Pass4sure dumps

    A unusual course to build software lets developers deploy customer-facing applications faster and with minimal coding. The process is called low-code, and it’s made feasible by IT’s ongoing shift toward automation and reusable chunks of code. Instead of dealing with lines of Java or C++, developers can assemble apps by picking, dragging and dropping from a collection of ready-made software components.

    At health technology company Philips NV, a team of software developers is using so-called low-code software to build and deploy customer-facing applications. The team has been working with a cloud-based application progress program made by Cambridge, Mass.-based arduous Pegasystems Inc. for about eight months.

    The low-code program strips away the traditional coding requirements for software developers, and allows them to build secure applications for customers quicker, and with more focus on design, said Liat Ben-Zur, senior vice president and digital technology leader at Philips.

    Pegasystems compared the process to the course a non-technical user builds blogs using platforms such as WordPress.

    “This is a very, very disruptive course of working,” Ms. Ben-Zur said.

    Philips is not alone. Interest in low-code platforms is spreading as enterprise IT departments witness to advocate digital transformation efforts amid supply challenges associated with a irritated job market for qualified coders, according to Forrester Research Inc. Sales of low-code progress platforms are estimated to become a $15 billion market by 2021, up from a forecasted $4.35 billion in 2018, according to a November 2017 Forrester report.

    It typically takes between six and 12 months for a developer team to build a traditional application, said Don Schuerman, chief technology officer and vice president of product marketing at Pegasystems. Low-code software could reduce that time to about two or three months, he said.

    Although enterprises will always believe a necessity for programmers that specialize in complex software development, he predicts that in the future, many of the traditional coding and progress tasks will breathe automated. That will free up time for developers to focus more on creating traffic value quickly, he said.

    “Programmers are going to breathe working on harder, more censorious problems,” he said.

    At Philips, low-code software allows specially-trained developers to focus more on the design of the applications and how customers might best interact with them, Ms. Ben-Zur said. Coding in Java and similar languages is not always an efficient expend of engineering time because a coder has to build the selfsame yardstick configurations for each functionality within the application over and over again, Ms. Ben-Zur said.

    The Pegasystems software allows developers to select from ready-made software components and pick, drag and drop elements to configure applications. That, in turn, allows developers to disburse more time asking traffic questions, thinking about the specific customer-related problems they’re trying to solve, and what the customer needs, Ms. Ben-Zur said.

    The Pegasystems platform uses containerization, in which applications are broken into minuscule pieces and placed into software shells to breathe reused and distributed to any device, to speed deployment and scalability. The software-as-a-service offering is built on top of Amazon Web Services, the company said. The software generates Java, HTML5 and other code, “although users and administrators never perceive or palpate the generated code,” the company said.

    Cybersecurity is top of mind for Philips, especially since the company is handling increasing amounts of health-related data, Ms. Ben-Zur said. Applications, including the ones designed with low-code software, are built with multiple measures to ensure security, she said.

    The low-code method, although it’s noiseless in the experimental stages, could redeem developers significant amounts of time while reducing coding errors, she said. It could furthermore capitalize get the debugging process easier, because the Pegasystems software provides visual tools to identify where a feasible issue might occur early on in the application progress process.

    “(We) should breathe able to deliver solutions at higher speed and more efficiently,” she said.

    While Ms. Ben-Zur did not disclose specifics on the scope of the low-code projects, she said one application in progress allows patients to “take control of their own medical data” and history, both from hospitals and personal devices at home.

    Some coders are hesitant to expend low-code because they’re supercilious of their software acumen and don’t want to risk losing the learning and skills they’ve honed about programming languages such as Java, Ms. Ben-Zur said. “For developers who believe built their entire career based on requirements for code, that’s a huge transition,” she said.

    Others, though, may breathe less interested in software coding and more enthusiastic about the overall impact of their work, she said.

    “They’d rather breathe able to build five unusual apps that could change the world than breathe able to negate they were the best Java developers,” she said.


    Google appears ready to ditch Android over its intellectual property issues | killexams.com real questions and Pass4sure dumps

     

    Feature

    The discovery that Google's unusual Chromecast web streaming device is based on Google TV code stripped of Android features provides additional evidence that Google is working to distance itself from the Android platform that the company developed under the management of Andy Rubin.

    While Android has been widely deployed on smartphones globally and is almost universally considered a tremendous success, the platform and its close association with its namesake Rubin, who was himself nicknamed "Android" while working at Apple in the early 1990s, has inflicted more liability and expense on Google than it has strategic opportunity, revenues or profits.

    Evidence from multiple sources, including the design decisions behind Google's latest Chromecast product, advocate the feeling that the company now sees more future potential and interest in investing in Chrome OS than in continuing to advocate Rubin's Android and defending the platform from ongoing intellectual property disputes, even if the company has no interest in publicizing those intentions.

    Google TV, minus the Android

    While Google presented its unusual Chromecast as running a scaled down Chrome OS, hackers examining the device believe "concluded that it’s more Android than Chrome OS," adding, "to breathe specific, it’s actually a modified Google TV release, but with totality of the Bionic / Dalvik stripped out and replaced with a sole binary for Chromecast."

    Bionic is Google's replacement yardstick C library for Android, which replaces the GPL-licensed code in Linux to avoid entangling Android software in GPL-related licensing issues. It's furthermore optimized for running on lower terminate devices than the mainstream version of Linux aimed at PCs and servers. The most obvious judgement for Google to drop compatibility with Android apps on Chromecast is to breathe able to tender the device at a very low expense using minimal hardware.

    Dalvik is the higher-level virtual machine of Android that runs apps. Android's Dalvik is essentially a rewritten, optimized variant of Sun's Java VM, an issue that has spawned a legal fight between Google and Oracle after the latter acquired Sun and accused Android of infringing its intellectual property.

    Developers creating software for Android devices can target Dalvik with VM apps, or write autochthonous apps targeting the lower plane Bionic. But neither of these are supported on Chromecast, unlike Google's previous attempts to target the live latitude with Google TV devices running specialized Android apps.

    The most obvious judgement for Google to drop compatibility with Android apps on Chromecast is to breathe able to tender the device at a very low expense using minimal hardware; its unusual "casting" feature that's so simple it doesn't necessity a user interface or the ability to race apps of its own.

    It furthermore makes sense for Google to give the device "Chrome" branding rather than "Android" branding because while it requires the Chrome browser to "cast" WebRTC video streams to the device, it doesn't require an Android device to work, and has no necessity to associate itself with the Android ecosystem of smartphone apps it isn't designed to run.

    Google's shift from Android to Chrome on TV

    At the selfsame time however, the core strategy behind Chromecast that led to its scaled down design clearly appears to believe been a major, late in the game shift for Google's live latitude aspirations, one that coincided with the amaze ouster of Rubin this spring.

    Hackers' discovery that "most of the Google TV code was reused" for Chromecast, specifically that "the bootloader, kernel, init scripts, binaries, are totality from the Google TV," lends credence to a report by the Wall Street Journal that described an Android TV prototype developed under Andy Rubin and shown in private at CES at the rise of this year.

    That project was reportedly abandoned this spring around the selfsame time Rubin was demoted from running Google's Android platform. He was replaced by Sundar Pichai, who had previously worked on Google's Chrome browser and led Chrome OS development.

    Google's Chrome-related branding for the unusual device makes sense, now that Android is under the direction of Pichai rather than Rubin. But it furthermore signals the rise of an even more significant shift, one that explains why Google Put Rubin's prototype Android TV product on ice in favor of a much cheaper (and more strategic than profitable) web streaming dongle, and why the company replaced Rubin himself as the leader of Android with Pichai, who represents Google's other platform: Chrome OS.

    Danger, will Rubin son!

    Rubin joined Google in 2005 in the acquisition of the Android Inc. startup he had co-founded two years earlier. tiny was originally known about Google's intentions for Android, but it appeared to breathe fragment of an initiative to promote its web services, including search and maps, across various mobile phone platforms.

    After Apple launched iPhone in 2007, the market position of existing smartphone makers Palm and BlackBerry along with the licensed mobile platforms of Microsoft and Symbian quickly eroded as Apple established itself as the market leader in smartphones. Apple's iPhone came packed with first party software integrating Google features including web search, maps and YouTube.

    Later that year, Google's announced plans to launch Android as an open source alternative to Microsoft's Windows Mobile and Nokia's Symbian for members of the Open Handset Alliance, initially led by HTC, Sony and Samsung. At the time, each was already structure Windows Mobile and or Symbian devices.

    A company video (below) portrayed an intent to facilitate innovative unusual mobile products across the industry, rather than being an attempt to build an in-house "gPhone" as an reply to Apple's iPhone, as some rumors had suggested.

    As Apple's iPhone increasingly gained traction in the market, the overall conceptual design and features of Google's Android platform under Rubin's direction radically shifted to increasingly bewitch on the appearance and functionally the iPhone, sparking tensions between Apple and Google.

    Those tensions increased as Apple delayed App Store approval for Google Voice in the summer of 2008 and later balked at integrating unusual features of Google Maps in iOS, including Google Latitude location tracking and the Google Maps+Navigation services that debuted with Android 2.0 in late 2009."Make no mistake; Google wants to assassinate the iPhone. They won't let them." - Steve Jobs

    "We did not enter the search business. They entered the phone business," Jobs reportedly told employees at a company meeting in February of 2010. "Make no mistake; Google wants to assassinate the iPhone. They won't let them."

    Chrome OS leads to further split between Apple and Google in 2009

    Android's increasing competition with iOS began forcing Google's chairman Eric Schmidt to recuse himself from attending any Apple board meetings that discussed the company's mobile strategies. Schmidt had been a member of Apple's board since August 2006.

    In mid 2009, Google unveiled its plans to enter the netbook market with Chrome OS, with the expectation that the first batch of devices would ship by the middle of 2010.

    Shortly after that announcement, Apple's chief executive Steve Jobs released a statement saying, "as Google enters more of Apple's core businesses, with Android and now Chrome OS, Eric's effectiveness as an Apple Board member will breathe significantly diminished, since he will believe to recuse himself from even larger portions of their meetings due to potential conflicts of interest. Therefore, they believe mutually decided that now is the prerogative time for Eric to resign his position on Apple's Board."

    Schmidt had apparently not been included in any of Apple's internal discussions related to iPad, which launched at the rise of 2010. Its success essentially destroyed the once booming netbook category that Google's Chrome OS had originally targeted.

    Google postponed the launch of Chrome OS netbooks to the terminate of 2010 and then again to the middle of 2011, when the first Chromebooks finally began appearing, initially from Samsung.

    Without Chrome OS ready, Google didn't believe any official response to the iPad for an entire year until early 2011, when It unveiled its sever Android 3.0 Honeycomb initiative aimed at taking over the iPad similar to how Android 2.0 had targeted the iPhone.

    While both Android and Chrome OS are built on top of a Linux core, they partake tiny relatively tiny else. That makes the two platforms internal rivals, much the selfsame course that Apple II and Macintosh teams rivaled for attention within Apple in the 1980s, Newton and Mac OS platforms fought it out in the 1990s, and two teams pit embedded iPod Linux vs. a scaled down OS X mobile platform prior to the launch of iPhone in the 2000s.

    Cracks open appearing for Android in 2010

    By 2010, Android had become the only sober competitor to Apple's iOS, while Chrome OS hadn't even materialized as a product yet. In part, this was because much of Google's attention had shifted from Chrome OS-based netbooks to preparing its unusual Android 3.0 Honeycomb tablet initiative aimed at Apple's increasingly Popular iPad.

    However, Google's future plans for Android would breathe dramatically reconfigured by unanticipated events that took root that year: the first was the budding chain of problems that would result in the complete failure of Android 3.0 to advocate significant tablet sales for any of Google's hardware partners after its launch in 2011.

    The second was the exact opposite problem: Samsung launched its own efforts to clone the iPhone 3GS and later the iPad, sparking fierce legal tensions between it and Apple. By arming itself with a direct copy of Apple's iPhone, Samsung rapidly became the most successful Android licensee by far, eventually threatening Google's control over its own mobile platform.

    Samsung refused to heed Google's requests in 2010 not to launch Android 2.x tablets before the unusual Android 3.0 was released in early 2011. It furthermore ignored Google's written advice that its Galaxy Tab products were too similar in design to Apple's iPad.

    More problems for Android in 2011

    Samsung furthermore refused to negotiate any settlement with Apple regarding its iPhone and iPad infringement concerns, resulting in Apple's eventual decision to sue Samsung in early 2011.

    The failure of Android to capitalize Google and its runaway success at Samsung grew publicly evident in 2011, as Android 3.x not only did nothing to boost tablet sales, but furthermore took heart stage in the flop of a second Google initiative aimed at home automation products: Android @ Home.

    While Android was growing so widespread in smartphones to the point of outnumbering the installed basis of iPhones, the only company that seemed to breathe benefitting financially from that was Samsung. A chain of Google's own Nexus-branded phones had failed to gain much traction in the market and the Open Handset Alliance was increasingly populated by companies that were actively losing lots of money on smartphones.

    Meanwhile, Apple's lawsuit against Samsung began revealing facts including the testimony that Google had only earned a total of $550 million from Android from its start in 2008 through 2011, effectively nothing at totality compared to its existing web and network services.

    Google was furthermore earning relatively tiny from Android Market, bringing in less than 7 percent of what Apple had earned over the selfsame period in the App Store.

    Third party developers were already watchful that Android Market wasn't performing well, as Google previously addressed "anxious app developers" early in 2011 assuring them that it was working to address the problem and that it was "not happy" with the gradual app sales itself.

    Major problems for Android in 2012: losing Apple

    Despite Android's vast distribution, Google was noiseless earning 80 percent of its mobile revenues from iOS. But the friction Android was generating between Google and Apple was endangering even that.

    Apple launched its own iAd mobile advertising platform in 2011 and began blocking by default web cookies "from third parties and advertisers" in Safari on the desktop, a glide that threatened Google's core advertising business.

    When Google attempted to secretly toil around the block, it was hit with negative publicity and the largest fine in the history of the Federal Trade Commission.

    Apple furthermore began efforts to toil with Google's search competitors, partnering with Baidu in China and adding Microsoft Bing and Yahoo search options to the Safari browser. At the terminate of 2011, Apple launched Siri, taking on Google web search and the company's voice-based services at the selfsame time. For iOS 7, Apple has further outlined plans to believe Siri provide users with Bing results by default.

    In 2012 Apple hit Google again with the amaze launch of its own Maps, the culmination of years of toil and mapping-related acquisitions. Next year, Apple plans to roll out iOS in the Car, combining Siri and Maps to deliver an automotive product that, had Android never existed, would otherwise likely believe been a huge partnership opportunity between Apple and Google.

    Google now has to enter the automotive market on its own. After failed attempts to bring Android into tablets, home automation and TV, that would materialize to breathe a difficult task.

    Major problems for Android in 2012: gaining Motorola

    In what appears to believe been an attempt to counter Google's increasing dependance upon Samsung, Rubin pushed within Google for the acquisition of Motorola. In February 2012, The Verge cited Rubin as having told reporters that he had "sponsored" the deal.

    Rubin described the acquisition, which included 17,000 patents and 7,500 additional patent applications in progress, as a course to gain intellectual property leverage to protect the Android platform from lawsuits by Apple and Microsoft, stating in late 2011, "I perceive it as basically protecting the ecosystem and extending it as well."

    Industry observers believe furthermore described the Motorola purchase as an effort to preclude Android's only exclusive licensee from joining Microsoft in a Nokia-like licensing deal to adopt Windows Phone, and a course to preclude Motorola from using its patents against other Android licensees. Motorola's executives threatened to achieve both prior to being bought out by Google.

    In addition, Google presented its $12.5 billion acquisition arrangement as a course for Google to gain its own hardware expertise, stating that the deal would "supercharge Android, enhance competition, and tender wonderful user experiences."

    Shortly after the deal went through, Rubin told reporters he had "nothing to achieve with" Motorola and that, "I don't even know who's running it."

    Rubin furthermore added, "I don't even know anything about their products, I haven't seen anything," and that, "they're going to continue structure Motorola branded devices and it's going to breathe the selfsame team doing it," and, "they're sever from me, and I'm going to continue to achieve my thing."

    Rubin furthermore suggested that other Android licensees would believe nothing to worry about, stating, "even if I was completely insane, it wouldn't get any sense for me to mediate that they could rep Motorola to breathe 90-plus percent marketshare.""We've inherited 18 months of pipeline that they actually believe to drain prerogative now, while we're actually structure the next wave of innovation and product lines" Google CFO Patrick Pichette

    One year after the acquisition, Google has had very tiny success in leveraging any discernible capitalize from Motorola's patent portfolio.

    Additionally, this February The Verge cited Google's Chief pecuniary Officer Patrick Pichette as aphorism that products in Motorola's pipeline were "not really to the standards that what Google would negate is 'wow,' innovative, transformative."

    He added, "We've inherited 18 months of pipeline that they actually believe to drain prerogative now, while we're actually structure the next wave of innovation and product lines," and, "we believe to evanesce through this transition. These are not facile transitions."

    Last summer, in order to launch a Nexus-branded mini tablet, Google partnered with Asus rather that Put its appellation on an existing Motorola product.

    Rubin's role in pushing for the acquisition of Motorola to 'protect and extend' Android has been cited as key to his removal as the head of Android in the leadership restructuring that occured in March. However, Rubin furthermore played an earlier role in creating a sever potentially lethal problem for Android.

    Android's tainted intellectual property issues

    Prior to leading Android at Google and co-founding Android, Inc. before that, Rubin had co-founded its predecessor Danger, which had developed a smartphone messaging device based on the Java VM, albeit using legitimately licensed software from Sun.

    After Google acquired Android to launch its own foray into smartphones, Microsoft snapped up Danger in the Pink Project initiative that resulted in the KIN fiasco and involved a major cloud data loss scandal for Danger and T-Mobile.

    Prior to Danger, Rubin had worked at WebTV, a startup founded in 1995 largely by employees from Apple and the common Magic group Apple had earlier spun off into a sever company. WebTV was furthermore acquired by Microsoft and essentially scuttled in a failed attempt to port the Sun-based service to hardware using Windows CE.

    And before that, Rubin had served as a low-level engineer at Apple from 1989 to 1992, where he worked on on technology that Apple now asserts was illegitimately appropriated for expend in Google's Android, including the "'263 patent" (unrelated to H.263) it brought against HTC.

    U.S. Patent No. 6,343,263, entitled "Real-time signal processing system for serially transmitted data," describes "the expend of real-time application programming interfaces (APIs) interposed between application software or driver software and the real-time processing subsystem."

    Patent expert Florian Mueller initially described the technology as foundational to Android and "extremely hard" to toil around.

    Nearly a year after the patent was interpreted in court in Apple's favor at the rise of 2012, HTC decided to desist fighting and settle, signing a ten-year patent licensing agreement with Apple ultimate November over its expend of Android.While Google contributes most of the efforts required to develop and advocate Android, it makes very tiny from it.

    Apple now appears to breathe making more money on sales of HTC's Android smartphones than HTC does. Microsoft and Nokia believe furthermore brought claims against Android licensees; Microsoft now appears to breathe making more money on its Android licensing agreements than it makes selling its own Windows Phone platform.

    While Google contributes most of the efforts required to develop and advocate Android, it makes very tiny from it, almost certainly less than Microsoft does from licensing its IP to Android hardware makers. It clearly benefits less from Android than Samsung, even as it serves as essentially a free software progress volunteer for the company.

    Protecting Android's tainted intellectual property gets expensive

    Google's own arrangement to monetize or at least defensively leverage Motorola patents has collapsed over the past year, leaving it with an unproductive subsidiary that's actively losing money: $342 million in the ultimate quarter alone.

    Google furthermore recorded another $116 million in "amortization expenses of acquisition-related intangible assets" related to Motorola against its own ledger. In other words, it counted that much additional depreciation of Motorola assets (such as expiring intellectual property) as a loss against its own income.

    Even ignoring those hits to Google's reported income, the company has recorded regular quarterly losses of $271 million, $353 million, $527 million and $233 million from its Motorola subsidiary since acquiring the company to "protect" Android. That's over $1.7 billion in total losses across just five quarters, on top of the $12.5 billion acquisition price.

    Google is now in the unenviable position of Microsoft, saddled with a mobile platform that isn't exactly printing money, but which it can't just pitch away because its future depends on having some presence in mobile, given that its current revenues are tied to the shrinking desktop PC market.

    It's furthermore not particularly helpful that so much of the growth occurring for Android is happening in China, where Google doesn't even really capitalize from the web search traffic that its platform generates.

    Android gets X-ed

    It would certainly breathe helpful if Google had a mobile platform that wasn't tainted by the intellectual property claims rooted to the core of Android. While Chrome OS isn't quite ready to serve as a drop in replacement for Android, there's several hints pointing toward Google poignant in that direction.

    Last year, Google rebranded its Android Market as "Google Play," erasing direct association with Android. Additionally, Google has announced plans to replace its acquired Motorola's "Droid" branded hardware lineup under a unusual brand: "Moto X."

    That makes the Chromecast the third significant erasing of the Android brand from Google's current and future hardware trademarks.

    Deceleration of Android releases

    Perhaps due to fragmentation concerns, Google has furthermore dramatically slowed the pace of unusual Android development. Google chowed though four desert named releases in its first year, followed by two years of two major releases, but has spent the entire ultimate year stuck on Jelly Bean.

    The next major release, Android 5.0 Key Lime Pie, was rumored to materialize ultimate fall, then earlier this year, and now later this year, a release date slipping further than Chrome OS did back in 2009.

    The ultimate minor update of Jelly Bean wasn't even released in time to demonstrate at the company's IO developer convention this summer, which regularly scheduled more sessions on Chrome than Android every day of the event.

    Slipping releases are never a trustworthy sign; just put a question to Apple about Copland and Gershwin in its beleaguered era of the 1990s, or Microsoft about Longhorn in the 2000s.

    Out with Rubin, back to the web

    The most substantial evidence supporting the feeling Google doesn't arrangement to perpetually maintain two different operating environments is that it appointed the head of Chrome OS to replace the head of Android.

    Chrome OS is furthermore philosophically closer to everything else Google does because its based on web standards; Rubin's rejiggered Java VM platform is an oddball product that simply doesn't mesh with everything else the company does, on top of having exposed Google to intellectual property infringement liabilities and inciting its closest partners to become competitors.

    Google constantly updates the components of Chrome OS just like its Chrome browser, or like its various web services and apps that are often updated behind the scenes so regularly that they necessity any notion of a specific version number.

    In introducing Chromecast, Google furthermore highlighted that it can toil with any platform, rather than being tied to a specific device platform like Rubin's Nexus Q, which required an Android 2.x device.

    Google is unavoidable to reaffirm its commitments to Android whenever necessary, but the writing on the wall appears very clear: Android's days materialize to breathe numbered at Google.



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