Wap
Wireless Internet access is exploding worldwide! Here's the perfect introduction for developers to this revolutionary technology. This hands-on beginner's guide explains how to deliver content to WAP-enabled devices,convert existing Web pages to WAP,and integrate WAP into existing sites. You'll also learn how to enable secure e-commerce transactions.

Get unplugged for the wireless Internet revolution Start building wireless Web applications and Web sites for the next generation of cellular telephones and Internet devices with the in-depth information contained in this volume. WAP: A Beginner's Guide is an authoritative yet easy-to-understand reference that covers every aspect of this fast-growing protocol. Inside,you'll learn how to develop and deploy dynamic,platform-independent sites that will run smoothly on any WAP-enabled mobile device. Plus,you'll get step-by-step database integration,debugging,and security instructions. All of the functions and syntaxes of WML and WMLScript are covered,with real-world examples and in-depth explanations that will have you programming for wireless devices in no time.

  • Create and deliver Internet content to mobile communicators,cellular phones,PDAs,and pagers
  • Build cards,decks,elements,and links with WML
  • Convert existing HTML,Java,VB,and ActiveX components
  • Implement images,icons,tables,soft keys,and variables
  • Accept and respond to user input using WMLScript
  • Format Web data for small screens,monochrome displays,and low bandwidth
  • Integrate e-mail services,timers,and notifications
  • Incorporate Microsoft Access databases and Active Server Pages
  • Test and debug code using the latest WMLeditors and emulators
  • Secure WAP information with smart cards and WTLS

1017953285
Wap
Wireless Internet access is exploding worldwide! Here's the perfect introduction for developers to this revolutionary technology. This hands-on beginner's guide explains how to deliver content to WAP-enabled devices,convert existing Web pages to WAP,and integrate WAP into existing sites. You'll also learn how to enable secure e-commerce transactions.

Get unplugged for the wireless Internet revolution Start building wireless Web applications and Web sites for the next generation of cellular telephones and Internet devices with the in-depth information contained in this volume. WAP: A Beginner's Guide is an authoritative yet easy-to-understand reference that covers every aspect of this fast-growing protocol. Inside,you'll learn how to develop and deploy dynamic,platform-independent sites that will run smoothly on any WAP-enabled mobile device. Plus,you'll get step-by-step database integration,debugging,and security instructions. All of the functions and syntaxes of WML and WMLScript are covered,with real-world examples and in-depth explanations that will have you programming for wireless devices in no time.

  • Create and deliver Internet content to mobile communicators,cellular phones,PDAs,and pagers
  • Build cards,decks,elements,and links with WML
  • Convert existing HTML,Java,VB,and ActiveX components
  • Implement images,icons,tables,soft keys,and variables
  • Accept and respond to user input using WMLScript
  • Format Web data for small screens,monochrome displays,and low bandwidth
  • Integrate e-mail services,timers,and notifications
  • Incorporate Microsoft Access databases and Active Server Pages
  • Test and debug code using the latest WMLeditors and emulators
  • Secure WAP information with smart cards and WTLS

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Wap

Wap

by Dale Bulbrook
Wap

Wap

by Dale Bulbrook

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Overview

Wireless Internet access is exploding worldwide! Here's the perfect introduction for developers to this revolutionary technology. This hands-on beginner's guide explains how to deliver content to WAP-enabled devices,convert existing Web pages to WAP,and integrate WAP into existing sites. You'll also learn how to enable secure e-commerce transactions.

Get unplugged for the wireless Internet revolution Start building wireless Web applications and Web sites for the next generation of cellular telephones and Internet devices with the in-depth information contained in this volume. WAP: A Beginner's Guide is an authoritative yet easy-to-understand reference that covers every aspect of this fast-growing protocol. Inside,you'll learn how to develop and deploy dynamic,platform-independent sites that will run smoothly on any WAP-enabled mobile device. Plus,you'll get step-by-step database integration,debugging,and security instructions. All of the functions and syntaxes of WML and WMLScript are covered,with real-world examples and in-depth explanations that will have you programming for wireless devices in no time.

  • Create and deliver Internet content to mobile communicators,cellular phones,PDAs,and pagers
  • Build cards,decks,elements,and links with WML
  • Convert existing HTML,Java,VB,and ActiveX components
  • Implement images,icons,tables,soft keys,and variables
  • Accept and respond to user input using WMLScript
  • Format Web data for small screens,monochrome displays,and low bandwidth
  • Integrate e-mail services,timers,and notifications
  • Incorporate Microsoft Access databases and Active Server Pages
  • Test and debug code using the latest WMLeditors and emulators
  • Secure WAP information with smart cards and WTLS


Product Details

ISBN-13: 9780072129564
Publisher: McGraw-Hill Osborne Media
Publication date: 10/01/2001
Series: Network Professional's Library Series
Pages: 340
Product dimensions: 7.50(w) x 9.25(h) x 0.71(d)

Read an Excerpt

Chapter 3: The User Interface

We have looked at the application-design process as a list of general dos and don'ts, so now we will look at the specifics of a user interface for a WAP device. This consists of screen layout and menu design considerations primarily, but we will touch on other aspects as well.

User Interface Basics

A user interface can be roughly defined as the set of routines and procedures that a user has to follow when working with a device, whatever it is, in order to use that device as intended.

User interfaces do not only apply to computer software. Anything that is used in some way has a way of being used. This is commonly called design or style. It's all part and parcel of the same thing, however. Even vegetable peelers differ between brands. The one that feels comfortable when you are actually using it is probably the one that has had the most investment in terms of design, or user interface.

Any user interface has to be learned by the user. Most people in the developed world can operate a television and any associated remote control fairly easily, and it is pretty much taken for granted that this is so. However, working a device like a radio or a TV still requires a basic set of experiential reference points. If the reception isn't good, we know that we need to adjust the aerial or complain to the cable company, depending on how you receive the transmissions. Even adjusting the aerial requires an understanding that the aerial needs to be positioned properly to catch these invisible signals.

Now, hands up if you can program your VCR easily. I still have trouble with mine, and I have had the same machine for over five years. In fact, the VCR is almost the archetypal example of a badly designed mechanical user interface.

So, if the user always has to learn an interface, we need to try and make the learning curve as easy as it can possibly be.

When people are using a mobile phone, they are working on the basis of their previous experience with telephones. It doesn't matter that the phone can access the Internet or act as a calculator, alarm clock, or whatever. If it looks like a mobile phone and acts like a mobile phone, then the laws of association say that I, and most users, will regard it as a mobile phone, and not as a mobile computer or anything else.

This is probably why there is some difficulty in working out an interface strategy for WAP devices in general. The brain says the device is a web microbrowser, but the eyes say it's a telephone (or a PDA, or a refrigerator, or whatever else it might be). This means that any user interface that will be used on a mobile phone must be designed for users who are primarily thinking of the device as a mobile phone.

To show how important some of the design considerations of a user interface are, here is an example from the car industry. Lotus Cars developed the "active suspension" system now commonplace on many modern cars. The original design goal was to be able to drive over a brick at 60 miles per hour and have the driver think that he had missed it completely. This goal was actually achieved—there was only one problem. Because the ride was so smooth and comfortable, drivers would take any road surface at the same high speeds, and driver and passenger safety became a major issue. Dirt roads, potholes, it didn't matter. The ride was smooth, so the tendency was to drive faster than was safe. The suspension had to be "detuned" so that it was not only comfortable, but also safe to use.

Similarly, Lotus built a vehicle that was controlled entirely by a joystick. Push forward to accelerate, pull back to brake, push left or right to steer. Again, the system worked just fine, but the test drivers hated it. When they wanted to slow the vehicle, they wanted to be able to push against something solid so they could feel in control. They were not comfortable with the idea of trusting their lives to a flimsy joystick. They preferred mechanical linkages and real tactile feedback.

The point is that it doesn't matter how new and innovative an interface is. If the user is not comfortable with it, it is a "bad" interface. The more comfortable the user, the "better" the interface. Whether you prefer the Macintosh or Windows platform, there can be no doubt that everybody has truly benefited from the idea that applications should share the same interface. Once you have learned the basics of using one application, then you will always know where to go and what to do to perform any of the basic functions that are common to any application.

If you are developing for the Windows platform, then you know that the interface that you create has to be consistent with the "standard" interface. If it isn't, then your application will not find acceptance with the broad user public. It doesn't matter if it is the greatest application ever written. Users will find it cumbersome and unintuitive. It will make them feel clumsy, and they will avoid it. Once a workable interface has been established, people will feel uncomfortable with anything that does not conform to it.

Most users are quite obliging and will go through the most tortuous procedures for you. But only once. If the process is too painful, they just won't do it again, or they may even abandon the process in the middle. This is called "voting with your feet." If consumers don't like your application, they will simply walk away and not come back.

If this kind of thing happens with your applications, you will gain fame as a developer, but not the kind of fame that you will want to brag about. Usability is important for any user device, but this is especially true for WAP devices, where the inherent physical constraints make it harder than usual for the user to interact with.

Users already tend to get "lost" in applications, but this is especially true of a WAP application. It can be hard to provide all the data that users want, as well as all of the necessary visual cues to let them know exactly where in the application they are, where they have come from, what steps they have completed so far, and what the next step might be. On top of that, users of mobile devices are often likely to be distracted by something happening in external environment, and this makes the developer's job tougher.

WAP is a totally different medium from a normal computer interface, and new rules need to be developed to help the user get from point A to point B without becoming frustrated, confused, or overwhelmed. Phone.com in the United States has been established for some time, and they have an extensive knowledge base gained from intensive usability testing. Here is a list of the basic constraints of any mobile device for you to think about, so that you can create an interface that the mobile consumer will readily accept. As 4 well as going over each of the interface constraints of WAP devices, and the ways that we can overcome some of the problems, I will also go over some of the things that can and should be done to help the user.

Low Bandwidth

Time is money, and in the case of WAP, this is literally true. The user is paying for the time spent on your application. You shouldn't ever forget this fact, because the user certainly won't. (This, of course, comes down to the perceived value of the application. If the user gets excellent perceived value for the time and effort spent online, then they will be happy. However, if it takes ten minutes to get a weather report that they could have gotten for free by turning on the radio, they will not be happy.)

Even when the technology advances to the point where connection time is not an issue, and only the amount of data transferred is paid for (when GPRS technology comes online), there will still be people using WAP devices that use the cheaper low-bandwidth solutions currently in use. You will find yourself developing low-bandwidth applications for some time to come.

One point that separates the professionals from the amateurs is the naming of files and directories in URLs. Large URLs embedded in your code, like http:// www.webdesignsinteractive.co.uk/wapforprofessionals/chapterone/introduction/ default.wml, simply increase download time and fill the cache that much more quickly. As the user won't see the URL anyway, it would make the application more usable if you named the files and directories with as few characters as possible (while still maintaining readability, of course).

Small Screen Size

The small screen size is the probably the most obvious limitation of a WAP phone. You should never develop your applications for use on anything larger than a display averaging 4 lines by 12 characters. Larger displays obviously will exist in the future, and some do now, but the majority of phones will have small displays. Applications developed for smaller displays work fine on larger displays, but the reverse is definitely not true.

As well as making your data readable, you have to make your menus navigable. If you have a menu that is 20 items long, and the most lines you can get on the screen is four, users will have to click the down scroll button 16 times to reach the last item. I don't have to tell you that the user is not going to do this many times before giving up on the application altogether.

Therefore, you should try to keep your menu sizes as small as possible, and use specific titles wherever possible. If you find that you have some general categories, you should put them at the end of the menu.

To illustrate, let's say you are a user looking for the local weather report. You are scrolling down the main menu on your WAPphone, and you reach an item called "Information" before you come to anything called "Weather...."

Table of Contents

Acknowledgmentsxiii
Introductionxv
1Introducing WAP1
What Is WAP?2
Why is WAP Important?3
WAP's Benefits for Consumers5
A History of WAP6
A Time Before WAP6
The WAP Forum7
The Idea of WAP7
WAP Architecture8
The WAP Model9
Wireless Markup Language (WML)10
Evolution of WAP10
Adapting to the Restrictions of the Wireless Network10
The Business Case for WAP15
WAP Services15
Why WAP?20
The Future of WAP21
2What Makes a Good WAP Application?23
The User's Point of View24
Ease of Use25
Designing for Users25
What Are the WAP Micro-Browser Issues Today?27
Writing a Genetic WML Interface28
Targeting Your Market Micro-Browser29
How to Design a Good WAP Application30
The Application-Design Process32
Common Design Mistakes37
3The User Interface39
User Interface Basic40
Low Bandwidth42
Small Screen Size42
Text Entry43
Number of Keystrokes43
Password Text Entry44
Application Personalization44
Data Field Entry45
Using the Cache45
Types of WML Cards47
Choice Cards47
Entry Cards49
Display Cards49
The "Back" Button50
Graphics51
4WAP Development Tools and Software53
Editors and Emulators55
WAP Editors55
WAP Emulators58
Software Developer Kits (SDKs) and Integrated Development Environments (IDEs)60
Converting Images62
Specification of Well-Defined WBMP Types62
Summary63
5Working with WML65
WML Basics66
WAP and the Web67
Writing WML Code68
The "Hello World" Example70
The Document Prologue70
The Deck Header72
The First Card72
The Second Card72
The Deck Footer73
A Services Site Example73
Using Multiple Decks73
Building the Services Site74
What's in a Card75
Graphics76
The Services Site with Graphics78
Creating Links80
The WML Site with Links81
Templates83
6Interactivity: Forms and User Input85
The Options Menu (Select)86
Selection on the Nokia87
Selection on Phone.com88
Option Groups88
Templates Revisited92
The Do Element94
Events98
Onenterbackward98
Onenterforward101
Onpick102
Ontimer103
Variables104
Using Variables105
Other Ways of Setting Variables108
The Input Tag110
Data Formatting112
Summary116
7Adding Functionality with WMLScript117
What is WMLScript?118
The Rules of WMLScript119
Case Sensitivity120
Whitespace and Line Breaks120
Comments120
Statements122
Code Blocks122
Variables123
Variable Scope124
Operators124
Assignment Operator125
Arithmetic Operators125
Bitwise Operators126
Increment and Decrement Operators126
Logical Operators128
Comparison Operators129
String Concatenation131
The Comma131
The typeof Operator132
The isvalid Operator133
The Conditional Operator133
Operator Precedence134
Control Constructs135
If Statements135
While Statements137
For Statements137
Stopping Loops or Skipping Unnecessary Loop Statements138
Reserved Words140
Functions141
Parameters141
Calling Functions142
The Standard Libraries145
The Dialogs Library146
The Float Library146
The Lang Library147
The String Library149
The URL Library150
The WML Browser Library152
Arrays152
Pragmas154
External Files155
Access Control156
Metadata157
General Coding Principles157
8Database-Driven WAP159
Active Server Pages161
ASP and WAP162
The ASP Object Model164
ActiveX Data Objects (ADO)168
Physically Connecting to the Database168
Querying the Database169
Using the Returned Data169
Tidying Up170
Some Additional Notes about Connections170
9A Dynamic WAP Application171
Worldwide-Dance-Web for WAP172
Data Flow172
Building the Database173
Writing the Code176
Summary193
10Converting Existing Web Sites195
Why Convert an Existing HTML Web Site to WAP?196
What Should You Convert?196
Methods of Conversion197
A Demonstration HTML Conversion202
Summary210
11M-Commerce and Security213
Types of Security and Why It Is Necessary214
What Is an Acceptable Level of Security?215
How Secure Is WAP?215
A Brief History of Encryption216
Cryptography216
Wireless Transport Layer Security219
The Handshake220
Summary221
12Push Technology and Telematics223
Push Technology224
The Push Framework224
Telematics228
Location-Sensitive Information228
Applications for Telematics229
Push and Telematics Together230
User Privacy231
Summary231
13What the Future Holds233
Technology with Users in Mind234
Bluetooth--Cutting the Cords235
Voice XML--a New Slant on "Walkie/Talkie"237
Telematics--We Know Where You Are238
Bringing It All Together239
14WMLScript Reference241
Case Sensitivity242
Whitespace and Line Breaks242
Comments243
Constants244
Integer Constants244
Floating-point Constants244
String Constants245
Boolean Variables246
Invalid Variables246
Reserved Words247
Variables248
Variable Declaration248
Variable Scope and Lifetime248
Data Types249
Pragmas250
External Files250
Access Control251
Metadata252
Operators253
Assignment Operators253
Arithmetic Operators254
Logical Operators255
String Operators256
Comparison Operators256
Comma Operator257
Conditional Operator258
typeof Operator258
isvalid Operator259
Expressions259
Functions260
Function Declarations260
Function Calls260
Statements262
Empty Statements262
Expression Statements262
Block Statements262
Variable Statements263
If Statements263
While Statements264
For Statements264
Break Statements265
Continue Statements265
Return Statements266
Libraries266
Notational Conventions266
Lang Library267
Float Library272
String Library275
URL Library284
WML Browser Library290
Dialogs Library293
Console Library295
Glossary297
Index307
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