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

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

Test Code : 310-055
Test title : Sun Certified Programmer for the Java 2 Platform, criterion Edition 5.0
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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 actual Questions and Pass4sure dumps

At Cisco, we’ve been offering networking infrastructure to utilities and judicious Cities world wide.  Their purchasers hold told us that they need 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 realm enviornment Networks (FAN) and internet of things (IoT) finish 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 several smartphones, drugs, computers and other instruments can associate by means of Wi-Fi, the Wi-sun FAN specifications assist be sure that diverse utility, sensible city and industrial devices can securely connect to trade-grade judicious utility and sensible city networks.

today we're blissful to promulgate Cisco’s aid for the brand fresh Wi-solar realm 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 fresh 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 judicious Ubiquitous Networks.take a stare 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 aplomb that licensed items within the software are interoperable with one another and sourced from dissimilar carriers.

This fresh certification program is the culmination of a long time of colossal drudgery via Cisco – in collaboration with other like-minded vendors – to invoke 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 be discovered here.


Wi-solar Launches FAN Certification program For tremendous outside IoT Networks | killexams.com actual 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 realm region 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 general community.

the provision of the FAN Certification software is the outcome of the collaboration of a pair 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 utilize 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 gash back prices and delays. Wi-solar members map to promulgate certified products in q4 2018.

Wi-solar says that it believes proprietary techniques no longer to be sufficiently bendy, or as in your charge scope 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, judicious cities and utilities to install adaptable multi-carrier networks and may wait on acquire certain 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 business 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 be certain the contraptions drudgery 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 separate 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 colossal 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 hold 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 experience beneath his belt. he's in admire 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 actual 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 experience to make. As I initially drafted this, project champion and lead fashion designer Andrew Abedian appeared dote he crawled out of a shallow grave to recall 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 great maps, eight simultaneous players sum 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 puss in digital fact, carrying a brand fresh Fluid Locomotion rig that tricks your brain into pondering you deserve to recede this speedy. certainly, bringing "dash Vector" from thought to reality was an immensely educational, completely infuriating, and superbly moneymaking fashion for the complete team. The options they present in doing so should be 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 preparatory block-out section of the stage designs to the finalized lighting fixtures and effects being frantically tuned at the final minute—the "sprint Vector" team items a virtually-entertaining account of building’s many technical hurdles and how they hold been chainsawed. Some jargon may be 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 enact some thing brilliant, with a enjoyable, comedian-e-book-y suppose that wouldn’t smash the participant with particulars as they zoomed through sum 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 fresh 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 be made up completely of massive, evident shapes and solid colors. To that end, using textures on atmosphere property become eschewed and the era of vertex color began. "dash Vector’s” world property signify well-nigh completely on vertex colours for diffuse and roughness/metallic values on the vast majority of their materials. They furthermore utilize sharp-edged geometric detail to bespeak surface elements dote sand and rocks. This ultra-simplified fashion 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 sum in maya, unifying colour and roughness schemes throughout the online game, and only needing a single UV channel (for lightmaps), given that no textures furthermore competence no caring about tilling or seams.

  • Cons: using geo, as a substitute of orthodox maps, for every characteristic inflates the vertex signify number, which is already doubled in any VR video game. also, difficult edges (split vertex normals) on everything then additional triples the vertex count, sending the radically change freight and mesh remembrance allocation into the bad 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 effective hold one average. in case you desire an allotment between two faces to be sharp, you hold to atomize up the vertices at its elements so every puss is getting its regular tips from its personal separate 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 freight of remodeling each vertex no signify where it is and the criterion asset’s vertex signify can triple with just that one trade. As pointed out, a VR video game’s geometry need to be 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 dote me seethe with rage at the hubris of it all.

    an additional topic 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 be hidden slightly via averaged (easy) puss 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 acquire 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 screen on the left is the mannequin as it changed into imported to the video game, with sum of its vertex normals averaged. This continues the vertex signify number as diminutive as feasible but makes it look dote a tragic blob of nothing. The screen on the privilege is a similar asset with the region hardness restored, bringing the particulars again in order to contemplate the particular person bricks. Its floor normals hold in fact been faked in the pixel shader with the material friendly judgment below.

    The GPU renders scene pixels in 2x2 quads that allow it to compare a floor’s UV coordinates at four points and utilize that distance to verify the proper mip stage to acquire utilize of for the texture stare up. The bonus here is that this furthermore allows other houses of pixels to be in comparison to every mid-render through the utilize of the DDX and DDY features in the material graph. These guidance return the delta between a pixel and its neighbor alongside the display’s x or y axis for the given attribute. during this case, the credit they need is the pixel’s site on the earth. The deltas between these positions are therefore valuable tangents and bitangents from which a surface orthodox can furthermore be derived by course of normalizing their pass product. The outcome is then plugged into the fabric’s ordinary input (the site a orthodox map texture would customarily go). one more capabilities of this approach is the competence to blend between challenging and smooth normals with vertex alpha, or over distance to conceal LOD popping. This formula did understanding some disturbing din on steel objects if you mount 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 be flat-colour and keen edges just dote the leisure of the game world. They were sum made by using one mister Damon Woods within the traditional Maya/ Zbrush/Photoshop workflow, and they sum had the full complement of texture maps.

    Unreal’s default lights mannequin, although, became just not equipped to acquire them look dote 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 rectify feels dote 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 sum in simple terms cartoony. They regarded much 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 issue to be 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 dote haunted mannequins and greater dote comedian publication illustrations, the utilize 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 acquire 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 friendly shading model; it most effective gives an illustration of what the influence would be if this friendly judgment had been used to gentle a surface from a single smooth supply. A stepped, off/on lights mannequin would understanding evident aliasing that could not be solved with MSAA and would furthermore fetch worse as the lights obtained brighter. instead, I aimed to crunch the primary lambertian falloff sum 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 site n = the prejudice of the lit and unlit areas toward every other), after which clamped the influence again to 0:1, which might then be expanded by the product of ground colour and light-weight colour for the final outcomes for that easy. The rim spotlight turned into an smooth fresnel that scaled up the direct lighting fixtures contribution because it approached an side, then crushed the ensuing gradient in the equal fashion to match the style. An further ambient rim mild turned into later introduced as a material office to a pair substances as smartly.

    Getting this logic into an precise lighting fixtures mannequin, i.e. usable with any quantity and kindly of lights, requires making giant adjustments to the rendering code. I’m no longer an engineer, or even a first-are attempting unreasonable school graduate, but I’ve used Unreal lengthy ample to abide in intelligence 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 be 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 be of a hypothetical cel-shaded lights mannequin before handing it off to their rendering engineer, Eugene Elkin, to enact sum of the genuine work-work. Eugene will recall over the subsequent section, to give his own insight into the relaxation of this system, when you deem that I’m now not a programmer and you comprehend I’d simply be making things up dote I actually hold 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 sequel in constrain that shading mannequin in code. while here's not a tough assignment, it can furthermore be a bit of time-ingesting due the quantity, and dissimilar locations, of tiny engine adjustments which are required to add sum of the rectify variables.

    The easiest fashion to add a brand fresh shading mannequin to the engine and editor is to comply with the case of an extant shading model. The very first factor you’ll are looking to enact is add your fresh enum entry to the EMaterialShadingModel. you are going to must utilize the search office to observe around any other enum entry so as to add your fresh 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 single site your shading mannequin may well be referenced, in-editor or at runtime.

    With the Shading mannequin enum propagated, you should hold sum the rectify 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 utilize one more entry from EMaterialProperty to find the entire areas that need to be edited.

    once variables and shading model variables are created they want an outstanding home internal the shader code to in reality achieve some friendly 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 prejudice variables are cached, they are able to utilize them to office the shader calculations precise within the prototype. The toon shading equation is elude as soon as within the float4 GetDynamicLighting() and again in float3 SurfaceShading() to hold an sequel on diffuse and specular respectively.

     

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

    ambiance

    HAY GUYZ IT’S KEVIN I’M back. You comprehend what I’m gonna mutter so privilege here it goes: it’s time they sat down and had a grave discussion about the clouds in "dash Vector." They’re neat. They’ve been a scorching topic 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 all sizzling story:

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

     

    Above, which you could contemplate 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 extinguish performance - would require some extra planning and fabric work. I knew it needed to be an incredibly cheap fabric, nevertheless it additionally needed to lend itself to myriad lights circumstances whereas at sum times looking as stylized and colorful because the leisure of the video game world. the entire clouds are the equal 3 meshes, every with 3 LODs, rotated and flipped sum 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 verisimilitude was once again crucial to getting the cloud fabric to drudgery in varied ranges with several 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 effective via AtmosphericLight nodes within the graph here; there is no specific lighting going on. for the understanding that the vertex colours hold 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 affect 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 hold laps; the tracks are linear birth-to-conclude lessons. They made reversed versions of the entire maps, which unfolded chances for fresh shortcuts and falling/climbing sections that you simply’d not ever contemplate going one direction. Having a reversed edition of a map furthermore requires an entire fresh lighting scheme to maintain issues sparkling and expand the video game’s visual palette from one race to an extra.

     

     

     

    Unreal’s static lighting retort is immensely scalable and lends itself to aggregate-procedures that blend both static and dynamic lights. whereas static lighting is pre-computed and has a very elevated fine and efficiency ceiling, it is soundless static and should now not drudgery with the toon-shader as the characters circulate by means of sources of gentle. further freight needed to be taken to be sure that the number of dynamic lights and their influence radiuses had been stored to a minimum whereas soundless 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 region sum the course through a wacky game display, the tracks had been littered with neon markers to direct the player and promote excellent products dote Andew Deodorant (a nod to an in-studio meme involving Lead designer Andrew Abedian and an unlucky typo on his GDC badge). Unreal Lightmass’s emissive region mild feature makes it viable 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 sum times a stationary directional smooth 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 be low-resolution for performance, but the blurriness clashed with their shading, so the shadow filter sharpening had to be multiplied. This revealed extra din 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 viable 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 utilize of that. This vastly decreases lighting guidelines and the can freight of reflection captures, but requires you to region greater of them and be extra careful to evade cases where one component to ground has an unexplained purple light from being too near to a mirrored image ensnare in an adjoining room. one more situation with reflection captures is that they're refreshed on level-load. that would be great, however their ranges hold fog that changes its density and colour as you enter and exit areas. these areas would then hold that fog of their reflections and acquire brilliant objects glow the incorrect color in the event you fetch there. To fix this, they made a tiny engine exchange to allow reflection captures to acquire utilize 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, criterion Edition 5.0

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    Test title : Sun Certified Programmer for the Java 2 Platform, criterion Edition 5.0
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    Sun Certified Programmer for the Java 2 Platform, criterion Edition 5.0

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

    A fresh 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 viable 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 development program made by Cambridge, Mass.-based firm 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 stare to uphold digital transformation efforts amid supply challenges associated with a peppery job market for qualified coders, according to Forrester Research Inc. Sales of low-code development 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 hold a need for programmers that specialize in complex software development, he predicts that in the future, many of the traditional coding and development tasks will be automated. That will free up time for developers to focus more on creating business value quickly, he said.

    “Programmers are going to be working on harder, more captious 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 utilize of engineering time because a coder has to build the selfsame criterion configurations for each functionality within the application over and over again, Ms. Ben-Zur said.

    The Pegasystems software allows developers to pick from ready-made software components and pick, drag and drop elements to configure applications. That, in turn, allows developers to expend more time asking business 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 tiny pieces and placed into software shells to be reused and distributed to any device, to accelerate 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 contemplate or paw the generated code,” the company said.

    Cybersecurity is top of intelligence 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 soundless in the experimental stages, could save developers significant amounts of time while reducing coding errors, she said. It could furthermore wait on acquire the debugging process easier, because the Pegasystems software provides visual tools to identify where a viable issue might occur early on in the application development process.

    “(We) should be able to deliver solutions at higher accelerate 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 development 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 utilize low-code because they’re haughty 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 hold built their all career based on requirements for code, that’s a huge transition,” she said.

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

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


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

     

    Feature

    The discovery that Google's fresh 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 near 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, uphold the project that the company now sees more future potential and interest in investing in Chrome OS than in continuing to uphold 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 fresh Chromecast as running a scaled down Chrome OS, hackers examining the device hold "concluded that it’s more Android than Chrome OS," adding, "to be specific, it’s actually a modified Google TV release, but with sum of the Bionic / Dalvik stripped out and replaced with a single binary for Chromecast."

    Bionic is Google's replacement criterion 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 finish devices than the mainstream version of Linux aimed at PCs and servers. The most obvious understanding for Google to drop compatibility with Android apps on Chromecast is to be able to tender the device at a very low charge 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 vital play with Google TV devices running specialized Android apps.

    The most obvious understanding for Google to drop compatibility with Android apps on Chromecast is to be able to tender the device at a very low charge using minimal hardware; its fresh "casting" feature that's so simple it doesn't need a user interface or the competence to elude 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 need 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 hold been a major, late in the game shift for Google's vital play aspirations, one that coincided with the surprise 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 sum 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 nascence 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 fresh device makes sense, now that Android is under the direction of Pichai rather than Rubin. But it furthermore signals the nascence of an even more significant shift, one that explains why Google sequel 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. diminutive was originally known about Google's intentions for Android, but it appeared to be allotment 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 edifice Windows Mobile and or Symbian devices.

    A company video (below) portrayed an kick to facilitate innovative fresh mobile products across the industry, rather than being an attempt to build an in-house "gPhone" as an retort 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 recall 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 fresh 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 extinguish 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 extinguish 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 be significantly diminished, since he will hold to recuse himself from even larger portions of their meetings due to potential conflicts of interest. Therefore, they hold mutually decided that now is the privilege 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 nascence 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 finish 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 hold any official response to the iPad for an entire year until early 2011, when It unveiled its separate 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 participate diminutive relatively diminutive 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 commence appearing for Android in 2010

    By 2010, Android had become the only grave 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 fresh Android 3.0 Honeycomb tablet initiative aimed at Apple's increasingly Popular iPad.

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

    The second was the exact contradictory 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 fresh Android 3.0 was released in early 2011. It furthermore ignored Google's written recommendation 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 center 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 ground of iPhones, the only company that seemed to be benefitting financially from that was Samsung. A train 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 sum compared to its existing web and network services.

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

    Third party developers were already cognizant 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 unhurried app sales itself.

    Major problems for Android in 2012: losing Apple

    Despite Android's vast distribution, Google was soundless 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 scamper that threatened Google's core advertising business.

    When Google attempted to secretly drudgery 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 drudgery with Google's search competitors, partnering with Baidu in China and adding Microsoft Bing and Yahoo search options to the Safari browser. At the finish 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 hold Siri provide users with Bing results by default.

    In 2012 Apple hit Google again with the surprise launch of its own Maps, the culmination of years of drudgery 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 hold been a huge partnership chance 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 issue to be a difficult task.

    Major problems for Android in 2012: gaining Motorola

    In what appears to hold 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 contemplate it as basically protecting the ecosystem and extending it as well."

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

    In addition, Google presented its $12.5 billion acquisition map 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 enact 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 edifice Motorola branded devices and it's going to be the selfsame team doing it," and, "they're separate from me, and I'm going to continue to enact my thing."

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

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

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

    He added, "We've inherited 18 months of pipeline that they actually hold to drain privilege now, while we're actually edifice the next wave of innovation and product lines," and, "we hold to recede through this transition. These are not smooth transitions."

    Last summer, in order to launch a Nexus-branded mini tablet, Google partnered with Asus rather that sequel its title 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 separate 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 general Magic group Apple had earlier spun off into a separate 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 utilize 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 utilize 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 drudgery around.

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

    Apple now appears to be making more money on sales of HTC's Android smartphones than HTC does. Microsoft and Nokia hold furthermore brought claims against Android licensees; Microsoft now appears to be 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 uphold Android, it makes very diminutive 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 development volunteer for the company.

    Protecting Android's tainted intellectual property gets expensive

    Google's own map 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 final 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 cast 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 be 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 stirring in that direction.

    Last year, Google rebranded its Android Market as "Google Play," erasing direct association with Android. Additionally, Google has announced plans to supplant its acquired Motorola's "Droid" branded hardware lineup under a fresh 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 fresh 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 final year stuck on Jelly Bean.

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

    The final minor update of Jelly Bean wasn't even released in time to present 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 friendly 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 project Google doesn't map to perpetually maintain two different operating environments is that it appointed the head of Chrome OS to supplant 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 dote its Chrome browser, or dote its various web services and apps that are often updated behind the scenes so regularly that they lack any notion of a specific version number.

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

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



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