Saturday, February 28, 2009

VMware: goes mobile - Run More than One OS on Your Phone

Source: Tom's Guide US
Over the last several days, the VMworld Europe conference has been taking place across the pond in Cannes. Along with a plethora of other virtualization demonstrations, VMWare came to show off its MVP, or Mobile Virtualization Platform.

MVP allows mobile devices to run multiple operating systems at once, creating a wholly unique experience for on-the-go users. For the debut, VMWare took a Nokia N800 Internet Tablet and loaded Windows CE 6.0 and Google's Android operating system. According to Julia Alston, who heads up the MVP team at VMWare, each operating system image is only 40 megabytes in size, and the MVP hypervisor is only 20K, leaving plenty of memory left over on one's smartphone or MID.

As for system resources, the MVP software can load one OS while using another. In a demo recorded by IT Pro over in Britain, Alston is playing solitaire in CE 6.0 while Android is loading up. Alston explains that one OS can be your "personal OS", while the other s used strictly for business purposes. When it comes to which OS makes and takes phone calls (assuming both operating systems have that functionality), that is also left up to the user, who can choose which OS stack is responsible.

Usually, we are stuck with whatever operating system a carrier decides to load onto a given phone, be it Symbian, Android, or Windows Mobile. With MVP, carriers and manufacturers can now give the customer a wide array of choices, including their own proprietary phone software. Plus, since these OS images take up so little space, a manufacturer won't be sacrificing performance for choice. This is great news for smartphone users everywhere. Every popular phone operating system has its pros and cons. With this new MVP hypervisor, the best hardware can always have the best software.

Friday, February 20, 2009

Motorola to sell email unit

U.S. vendor to offload Good Technology to Visto.

Motorola Inc. has found a buyer for Good Technology Inc., the mobile email provider it bought for about $500 million just two years ago to help it compete against BlackBerry and other messaging devices.

Visto Corp., a closely held company whose messaging services are offered through carriers including Deutsche Telekom AG's

Thursday, February 19, 2009

MySpace Signs Mobile Deals with Palm, Nokia

MySpace unveiled new agreements Thursday with Palm and Nokia that it claims will help it become the first social network to support every major smartphone, according to the Associated Press.

MySpace, which expects half its traffic to come cell phones in a few years instead of the 15 percent so far today, is also revamping its WAP site with the ability to set up e-mail photo uploads, along with a refreshed design and improved mobile ad integration.

"MySpace in general has become a communication vehicle for this generation, so it's natural that our users want to take that experience to the mobile space," said John Faith, vice president and general manager of MySpace Mobile in the article. "Social happens when you are out on the go with your buddies." Facebook and MySpace have been aggressive in releasing iPhone, BlackBerry, and other mobile apps over the past 18 months, with no signs of slowing down.

Wednesday, February 18, 2009

CNNIC report mobile internet: Entertainment is mainstream

新浪科技讯 2月18日下午1:30消息,中国互联网络信息中心(CNNIC)刚刚在北京发布《中国手机媒体研究报告》。该报告显示,我国移动互联网应用产品不断完善,用户上网粘度快速提高,具有广阔发展前景。

  CNNIC称,这一较高增长率与移动用户规模高速增长有关,同时也受移动运营商推广活动和奥运热潮的影响。CNNIC还指出,娱乐应用逐渐占据手机上网应用的主流,80后群体已成为手机上网主力军。

  80后群体成手机上网主力

  根据此前调研资料显示,截至2008年底,中国手机用户已超过6.4亿,而通过手机上网的用户数量已超过1.176亿,随着手机普及率的逐年提高,手机互联网在规模上呈现直追传统互联网的趋势。

  CNNIC统计数据显示,目前移动互联网用户仍以男性用户为主,占到整体的74.6%。与此同时,女性用户的比例正在逐年增长,预计在五年内能实现男女比例的基本平衡。80后群体由于对新事物有新鲜感,成为移动互联网的主体用户,占手机网民总数的70.8%。

  根据本次调查,我国手机上网用户的上网频率正稳步提高,每天多次使用手机上网的用户占到了34%。《报告(简版)》分析指出,这一趋势将长期维持,形成更高的移动互联网使用率。

  交友社区类产品发展迅速

  移动互联网应用产品中,应用率最高的依然为即时通信类,占整体的31.2%,庞大的用户群使其拥有了良好的发展基础。

  而交友社区类产品则在2008年取得了显著的市场突破,除了多家机构在此领域的重点投资形成潮流外,此类产品强大的聚众能力也为其发展提供了有利条件。此外,多家手机社区类网站在2008年也取得了较大的市场进展。

  娱乐应用成用户主流选择

  娱乐应用依然是移动互联网用户选择的主流。手机音乐保持着较高的应用率,活跃用户约600万。手机电视、手机博客等也正在获得更多手机网民的青睐,活跃用户数量约200万。不过,此次调查也显示,商务与学习类的产品,正在快速发展,特别是手机WAP邮箱业务,活跃用户总量已达到约240万。

  此外,受3G时代到来的影响,一些传统的大牌互联网企业开始发力移动互联网市场,对原有产业链格局带来了较大的影响。而移动互联网公司的强势市场,仍然是一些具有技术针对性的领域,如手机阅读、手机电视等。

MTK announced their smartphone chipset solution MT6516 in MWC 2009

MTK announced their smartphone chipset solution MT6516 in MWC 2009

MT6516 supports
WVGA (LCD 800x480)
MPEG2
5M cameria
Multi-Video mobile tv format CMMB、DVB-T、DVB-H

MTK captured the majority of white-labebed market, however, were complained with poor Java support, low processing power. This solution is expected to help MTK get into higher tier market.

Shows TD-HSUPA chipset
- GSM/GPRS mobile chipset solution MT6253
- New TD-SCDMA chipset Laguna, upgraded to 2.2Mbps, HSUPA(uplink) and 2.8Mbps HSDPA(downlink)

Monday, February 16, 2009

Nokia goes to "Mobile + Online Service + content"

Nokia goes to "Mobile + Online Service + content"

Report: Nokia Chief Says Large Acquisitions Over

HELSINKI (AP) — Nokia is done making major acquisitions to complement its business and will provide more online services, its CEO Olli-Pekka Kallasvuo said.
Kallasvuo was quoted in an interview published Friday as saying that the Finnish company has "collected all the basic building blocks" and now aims to push ahead with innovations, despite the challenging climate that saw Nokia lose market share last year.
"Now in 2009, consumers must be able to even better realize that the user experience provided by Nokia is exquisite," Kallasvuo told the Finnish Talouselama business weekly. "We no longer lack the pieces which would require large acquisitions."
Nokia has been the top global handset maker since 1998 and has gradually expanded to include online services, such as downloads of music, games, maps and the fast transfer of photos and video.
It has estimated the global online market will reach $130 billion by 2010.
"We are in a situation where we have to combine the old ... with the new," Kallasvuo told Talouselama. "We are no longer just the market leader which needs to defend its position. Now, we have the opportunity to attack in a new way."
Last year, Warner Music Group joined Nokia's music service, enabling customers to download and listen to thousands of tracks on Nokia handsets, following similar deals with Sony BMG and Universal Music Group.
It also acquired Canadian mobile messaging company Oz Communications to give users better access to instant messaging and e-mails, and joined forces with travel information company Lonely Planet to sell maps and city guides that can be accessed on mobile phones.
In 2007, Nokia spent $8 billion - its biggest deal to date - to acquire Chicago-based Navteq so that Nokia handset users can access digital maps and global positioning systems.
Its foray into Web services, spending more than $3.8 billion on research and development last year, is part of a strong push to challenge rivals, including Apple's iTunes and iPod.
Kallasvuo concedes Apple's iPhone served as a wake-up call.
"Of course, I've used Apple as an in-company alarm clock, several times," Kallasvuo said in the interview. "I've familiarized myself with it (iPhone), but naturally I don't use one."
The global economic downturn has not spared the company. Last month, it warned of imminent cost-cutting measures after fourth-quarter net profit crashed 69 percent to $744 million and its market share dropped to 37 percent, from 38 percent in the previous quarter and 40 percent in the fourth quarter of 2007.
On Wednesday, Nokia announced the closure of an R&D center in Finland with 320 job cuts and said it will temporarily lay off some 2,500 workers.
But Kallasvuo maintains the company is not in crisis, although he acknowledges the market is difficult.
"We are now in the toughest environment ever," Kallasvuo said. "Nokia is no way in a crisis, but the challenges are huge."

Sunday, February 15, 2009

Device Fragmentation Exists on the iPhone Platform

As we’re all aware, the iPhone represents an exciting innovation in the mobile space. Developers finally have a platform to distribute content that has a widespread audience of techies and casual users. One of the major draws to the platform is the perceived lack of device fragmentation that exists given that one is developing for a very small set of devices in the iPhone and iTouch.
While Apple has done a tremendous job in limiting the level of fragmentation, its inevitable that developers will run into issues as they create content. Keeping some of the suggestions we’ve provided in mind when designing and developing your application will help make your code more portable across the different platforms.

1. Device Simulator vs. Actual Hardware
Its incredibly difficult to create an accurate device simulator that runs on a developers machine, given that the underlying hardware and user input mechanisms are different from the get go. Apple has provided one of the best device simulators that we’ve seen for mobile devices. Given their focus on the generation of unique and compelling content, this shouldn’t come as much of a surprise.
The first thing I noticed was the accuracy and speed at which the emulator operates at. To given an example, the Apple emulator can be loaded in a matter of seconds while RIM’s BlackBerry emulators take quite some time to load and I’ve found the load time takes me out of the development “flow”. They’ve also made it very easy to run the emulators across the different released firmware versions (which is quite useful when you’re trying to isolate firmware specific bugs in your application).
When developing using the emulator versus the device, the following should be noted:
The simulator does not have an accelerometer, thus making it difficult to test any applications that require those functions
There are ways to simulate the accelerometer and tie it to the one located inside your MacBook
The simulator does not provide access to location but it does provide you with a default location thus allowing you to use the API
The performance on the hardware itself is notably slower than on the simulator. Graphically demanding applications should always be tested on the handset itself to ensure the performance is up to par
There are several video playback issues
The simulator does not appear to take into account the case sensitive filenames stored on your MacBook’s hard drive. For example, if you have a test.png in your application, [UIImage imageWithName:@”Test.png”] will work on the simulator but not on the device (notice the capital “T” in “Test.png”)
I had a custom button with an image:
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];[button setImage:image forState:UIControlStateNormal];
I tried to dynamically position the button using some computations. If button.frame.origin.x was not a round number the margin of the button will show up fine on the simulator but is chopped of on the real device. The solution was to use the round() function when computing button.frame.origin.x, which makes sense but is something I assumed the platform would have done for me

2. Differences between firmware SDK versions
When you develop for a mobile device, the firmware version of the device is often a major factor. One could have different firmware versions for a single device as its deployed across multiple carriers as an example. There are also have some users who actively update their firmware to the latest and others who do not. As a result, one could end up with different builds for the same device for each targeted carrier, because they introduced the device at a different point in time with different firmware versions.
Luckily, with iPhone updating the device is extremely well thought out and easy process from the user’s point of view. A developer typically only has to worry about the current operating firmware and the previous version. While a developer compiles the application, its tied to the version of the SDK so a user with an older SDK will not be able to install it and will be prompted to update their firmware in order to do so.
There are still some issues that you might want to keep in mind:
If you are not building against the latest SDK, make sure that you are testing the application on devices with previous versions
There are bugs fixed/introduced in each new version. A few that I’ve run into include:− the list of supported fonts is different from version 2.0 and 2.1. I believe some fonts were taken out or the name was changed. My font selection dialog was crashing after updating to the new version.
There used to be a way to provide a transparent background for a UIWebView in firmware version 2.1…. unfortunately this appears to have been removed
See the links for additional changes: 2.0 to 2.1 2.1 to 2.2

3. Fragmentation between Apple devices
From a device fragmentation perspective, one should consider the three different versions of devices that Apple supports: iPhone 2G, iPhone 3G and iTouch.
When designing your application you have to carefully choose your feature set based on the targeted audience.
Some additions items you should take into consideration when developing your applications:
iPhone 2G vs iPhone 3G
Because of the network speed, iPhone 2G is not suitable for streaming applications
iPhone vs iPod Touch
There is no camera on the iPod Touch
There is no sound recording mechanism on the iPod Touch
Location information is limited when using the iPod Touch, and is only available when the device is connected to a WiFi network
The iPod Touch does support any phone functions
The 2nd generation of iPod Touch introduced a faster processor: 532MHz (up from 412MHz). This has an impact on applications which are dependent on the CPU speed (mostly games).

4. The Future
It will be interesting to see how Apple tackles the fragmentation problem as they release additional versions of their platforms. The rumored 3rd generation of the platform has quite a few enhancements that will allow for more interesting applications to be created, but may cause issues for existing verisons to run on the handsets. I believe Apple will control this by releasing new versions on a controlled basis and ensuring hardware changes are ramped up over time.
The challenge all developers will face is ensuring that there is both portable and future proof at the same time.
Check back soon for additional iPhone development tips and tricks!

Nokia S40 6th Edition

Nokia S40 6th Edition.
Following on the previous Nokia 7210, 7310, 7510, and 7610 Supernova series, one of them (Nokia 7510 Supernova) features Series 40 6th Edition.

Nokia 7510 Supernova is a fold phone with iconic and fashionable design with changeable covers, supporting GSM 850/900/1800/1900.
The Nokia 7510 Supernova features Series 40 6th Edition,
WebKit Open Source Browser,
Nokia Maps 1.2,
push-to-open key,
FM RDS Radio,
Flash Lite 3.0,
Bluetooth 2.1 +EDR and
MIDP Java 2.1 with additional Java APIs

What’s New in Nokia S40 6th Edition?
Series 40 6th Edition represents a continuing commitment by Nokia to mobile application developers, with support for MIDP 2.1 and the subset of the Mobile Service Architecture (JSR-248). JSR-248 provides a common implementation of seven popular JSRs. These implementations are shared with S60 3rd Edition, Feature Pack 2, and it is expected that other manufacturers of Java™ phones will implement JSR-248. This means that developers will be able to create applications for Nokia platforms that will also run on other manufacturers’ devices, with little or no change.
In addition, Series 40 6th Edition delivers exciting new opportunities for the creation of location-based applications, with the introduction of the Location API for J2ME™ (JSR-179). This API can utilize an external Bluetooth GPS unit to obtain location information.
Series 40 6th Edition also provides improved support to Adobe Flash developers with the inclusion of the Flash Lite 3 Player. In addition to playing stand-alone Flash Lite content and applications and offering animated screen savers, Flash Lite can also be used to create animated “organic” wallpaper for Series 40 devices.
For Web developers, Series 40 6th Edition brings new opportunities with a browser based on the WebKit open source components WebCore and JavaScriptCore. This new browser delivers support for HTML 4.01, CSS2, JavaScript™ 1.5, and Ajax. Series 40 users can now experience a desktop-like Web browsing experience, which opens up new possibilities for Web developers to deliver sophisticated Web-based services to the mobile marketplace.
The platform continues to support 240 x 320-pixel screens, meaning media developers continue to benefit from the improved viewing experience and realize continued growth in the consumption of content and media. The platform approach, with its uniform implementation of technologies and supporting tools, documentation, and examples, will continue to offer developers the easiest route to seize mass-market opportunities.

Thursday, February 12, 2009

iPhone go to New China Unicom

Insider disclosed that New China Unicom set up a team, leaded by 常小兵 to discuss with Apple. If everything go smooth, it is expected to launch the iPhone in 17 May on China Unicom's WCDMA network.

In 2008, iPhone sales over 13M units. In China, Apple does not partner with any operator. However, the retails market is expected to have over few million units. iPhone support 2G and 3G network. 3G verison support only WCDMA standard.

Experts suggest Apple is not likely to support TD-SCDMA as it may involve significant product development and market risk.