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▪蓝牙范例 蓝牙实例
转载自:http://www.aisidachina.com原创文章:http://www.aisidachina.com/forum/thread-134-1-1.html 转载请注明出处介绍一下这个实例实现的是两个带有蓝牙设备的touch之间的一个小游戏,在界面上.........
▪ apk的封装与安装 apk的打包与安装
1. 什么是apk文件
(1)定义:APK是Android Package Kit的缩写,即Android安装包。APK文件其实是zip格式,但后缀名被修改为apk,通过UnZip解压后,可以看到Dex文件,Dex是Dalvik VM execute.........
▪ WCDMA频率段 WCDMA频段
WCDMA频段
2010年5月25日14:47:56
UMTS与WCDMA之间的关系与区别
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[1]蓝牙范例
来源: 互联网 发布时间: 2014-02-18
蓝牙实例
转载自:http://www.aisidachina.com
原创文章:http://www.aisidachina.com/forum/thread-134-1-1.html 转载请注明出处
介绍一下这个实例实现的是两个带有蓝牙设备的touch之间的一个小游戏,在界面上有个可以响应事件的UIView(之前说过)可以点击,然后看谁新达到WINNING_TAP_COUNT (游戏中一常量可以自己设置)谁先达到谁就赢了,然后通知对方。还要引入GameKit.framework框架
头文件BlueToothViewController.h:
下面是BlueToothViewController.m:
//
// BlueToothViewController.m
// BlueTooth
//
// Created by mingchun liu on 09-11-24.
// Copyright sdie 2009. All rights reserved.
//
转载自:http://www.aisidachina.com
原创文章:http://www.aisidachina.com/forum/thread-134-1-1.html 转载请注明出处
介绍一下这个实例实现的是两个带有蓝牙设备的touch之间的一个小游戏,在界面上有个可以响应事件的UIView(之前说过)可以点击,然后看谁新达到WINNING_TAP_COUNT (游戏中一常量可以自己设置)谁先达到谁就赢了,然后通知对方。还要引入GameKit.framework框架
头文件BlueToothViewController.h:
// // // BlueToothViewController.h // BlueTooth // // Created by mingchun liu on 09-11-24. // Copyright sdie 2009. All rights reserved. // #import <UIKit/UIKit.h> #import <GameKit/GameKit.h> #define START_GAME_KEY @"startgame" #define END_GAME_KEY @"endgame" #define TAP_COUNT_KEY @"taps" #define WINNING_TAP_COUNT 50 #define AMIPHD_P2P_SESSION_ID @"amiphdp2p2"//这个是蓝牙协议 @interface BlueToothViewController : UIViewController<GKPeerPickerControllerDelegate,GKSessionDelegate>{ BOOL actingAsHost;//是否提供服务,客户端还是服务器端 int playerTapCount;//记录玩家点击次数 int opponentTapCount;//对方点击次数 IBOutlet UILabel *playerTapCountLabel;//显示玩家点击次数 IBOutlet UILabel *opponentTapCountLabel;//显示对手点击次数 NSString *opponentID;//对方标识符 GKSession *gkSession; IBOutlet UILabel *startQuitButton;//开始退出按钮 } @property BOOL actingAsHost; @property int playerTapCount; @property int opponentTapCount; @property (nonatomic,retain) GKSession *gkSession; @property (nonatomic,retain) NSString *opponentID; @property (nonatomic,retain)UILabel *playerTapCountLabel; @property (nonatomic,retain)UILabel *opponentTapCountLabel; @property (nonatomic,retain)UILabel *startQuitButton; -(IBAction) handleStartQuitTapped;//处理开始退出操作 -(IBAction) handleTapViewTapped;//处理点击UIView的操作 -(void) updateTapCountLabels;//更新显示 -(void) initGame;//初始化游戏 -(void) hostGame; -(void) joinGame;//加入游戏 -(void) endGame;//结束游戏 -(void) showEndGameAlert;//弹出结束游戏对话框 @end
下面是BlueToothViewController.m:
//
// BlueToothViewController.m
// BlueTooth
//
// Created by mingchun liu on 09-11-24.
// Copyright sdie 2009. All rights reserved.
//
#import "BlueToothViewController.h" @implementation BlueToothViewController @synthesize actingAsHost; @synthesize playerTapCount; @synthesize opponentID; @synthesize playerTapCountLabel; @synthesize opponentTapCountLabel; @synthesize startQuitButton; @synthesize gkSession; @synthesize opponentTapCount; -(IBAction) handleStartQuitTapped {//建立链接操作,弹出链接窗口显示在线 if (! opponentID) {//如果对手ID为空就建立服务端提供服务 actingAsHost = YES; GKPeerPickerController *peerPickerController =[[GKPeerPickerController alloc] init]; peerPickerController.delegate = self; peerPickerController.connectionTypesMask = GKPeerPickerConnectionTypeNearby; [peerPickerController show]; } } -(IBAction) handleTapViewTapped {//点击操作 playerTapCount++; [self updateTapCountLabels]; // did we just win? BOOL playerWins = playerTapCount >= WINNING_TAP_COUNT;//当点击达到一定次数时 // send tap count to peer NSMutableData *message = [[NSMutableData alloc] init];//传的数据类型为nsdata类型的 NSKeyedArchiver *archiver = [[NSKeyedArchiver alloc] initForWritingWithMutableData:message]; [archiver encodeInt:playerTapCount forKey: TAP_COUNT_KEY]; if (playerWins) [archiver encodeBool:YES forKey:END_GAME_KEY]; [archiver finishEncoding];//打包传数据 GKSendDataMode sendMode = playerWins ? GKSendDataReliable : GKSendDataUnreliable;//判断用可靠的链接还是不可靠的链接 [gkSession sendDataToAllPeers: message withDataMode:sendMode error:NULL];//发送数据 [archiver release]; [message release]; // also end game locally if (playerWins) [self endGame]; } -(void) updateTapCountLabels { playerTapCountLabel.text = [NSString stringWithFormat:@"%d", playerTapCount]; opponentTapCountLabel.text = [NSString stringWithFormat:@"%d", opponentTapCount]; } -(void) initGame { playerTapCount = 0; opponentTapCount = 0; } -(void) hostGame { [self initGame]; NSMutableData *message = [[NSMutableData alloc] init]; NSKeyedArchiver *archiver = [[NSKeyedArchiver alloc] initForWritingWithMutableData:message]; [archiver encodeBool:YES forKey:START_GAME_KEY]; [archiver finishEncoding]; NSError *sendErr = nil; [gkSession sendDataToAllPeers: message withDataMode:GKSendDataReliable error:&sendErr]; if (sendErr) NSLog (@"send greeting failed: %@", sendErr); // change state of startQuitButton startQuitButton.text = @"Quit"; [message release]; [archiver release]; [self updateTapCountLabels]; } -(void) joinGame { [self initGame]; startQuitButton.text = @"Quit"; [self updateTapCountLabels]; } //一下是代理方法 -(GKSession *) peerPickerController: (GKPeerPickerController*) controller sessionForConnectionType: (GKPeerPickerConnectionType) type { if (!gkSession) {//如果没有链接时建立连接 gkSession = [[GKSession alloc] initWithSessionID:AMIPHD_P2P_SESSION_ID//根据此值判断用的是什么链接 displayName:nil//在线用户名 sessionMode:GKSessionModePeer]; gkSession.delegate = self; } return gkSession; } - (void)peerPickerController:(GKPeerPickerController *)picker didConnectPeer:(NSString *)peerID toSession:(GKSession *)session {//当picker接收到数据后将其释放掉,否则进入不了界面 [picker dismiss]; picker.delegate = nil; [picker autorelease]; } - (void)session:(GKSession *)session didReceiveConnectionRequestFromPeer:(NSString *)peerID {//已接受连接请求的代理方法 actingAsHost = NO;//设为客户端 } - (void)session:(GKSession *)session peer:(NSString *)peerID didChangeState:(GKPeerConnectionState)state {//状态改变时触发的代理方法 switch (state) { case GKPeerStateConnected: [session setDataReceiveHandler: self withContext: nil]; opponentID = peerID;//改变opponentID的值 actingAsHost ? [self hostGame] : [self joinGame];// break; } } - (void) receiveData: (NSData*) data fromPeer: (NSString*) peerID inSession: (GKSession*) session context: (void*) context {//接受数据时的代理操作 NSKeyedUnarchiver *unarchiver = [[NSKeyedUnarchiver alloc] initForReadingWithData:data]; if ([unarchiver containsValueForKey:TAP_COUNT_KEY]) { opponentTapCount = [unarchiver decodeIntForKey:TAP_COUNT_KEY]; [self updateTapCountLabels]; } if ([unarchiver containsValueForKey:END_GAME_KEY]) { [self endGame]; } if ([unarchiver containsValueForKey:START_GAME_KEY]) { [self joinGame]; } [unarchiver release]; } //以上是代理方法 -(void) showEndGameAlert { BOOL playerWins = playerTapCount > opponentTapCount; UIAlertView *endGameAlert = [[UIAlertView alloc] initWithTitle: playerWins ? @"Victory!" : @"Defeat!" message: playerWins ? @"Your thumbs have emerged supreme!": @"Your thumbs have been laid low" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil]; [endGameAlert show]; [endGameAlert release]; } -(void) endGame { opponentID = nil; startQuitButton.text = @"Find"; [gkSession disconnectFromAllPeers]; [self showEndGameAlert]; } /* // The designated initializer. Override to perform setup that is required before the view is loaded. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ /* // Implement loadView to create a view hierarchy programmatically, without using a nib. - (void)loadView { } */ /* // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } */ /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [opponentID release]; [playerTapCountLabel release]; [opponentTapCountLabel release]; [startQuitButton release]; [gkSession release]; [super dealloc]; }
[2] apk的封装与安装
来源: 互联网 发布时间: 2014-02-18
apk的打包与安装
通过\android-sdk-windows-1.5_r1\tools\emulator.exe启动模拟器。这里要注意,这个命令只有在avd配置好后才可以使用,例如我有一个名为android3的avd,所以我要用如下方法启动emulator:
将要安装的apk文件copy到tools目录下(与emulator.exe同目录);
cmd进入命令行输入,进入到\android-sdk-windows-1.5_r1\tools\目录下,输入命令:adb install ***.apk。
1. 什么是apk文件
(1)定义:APK是Android Package Kit的缩写,即Android安装包。APK文件其实是zip格式,但后缀名被修改为apk,通过UnZip解压后,可以看到Dex文件,Dex是Dalvik VM executes的全称,即Android Dalvik执行程序,并非Java ME的字节码而是Dalvik字节码。APK文件结构为:
- META-INF:Jar文件中常可以看到
- res:存放资源文件的目录
- AndroidManifest.xml:程序全局配置文件
- classes.dex:Dalvik字节码
- resources.arsc:编译后的二进制资源文件
(2)机制:Android在运行一个程序时首先需要UnZip,再通过dexdump命令可以反编译,这样做对于程序的保密性和可靠性不是很高但符合发展规律。Dalvik Vm的执行文件被打包为apk格式,最终运行时,加载器会解压apk并获取编译后的androidmanifest.xml文件中的permission中相关的安全访问。
(3)root权限与签名:如果你将apk文件传到/system/app文件夹下会发现执行是不受限制的,android rom中系统的apk文件默认会放入这个文件夹,它们拥有着root权限。但第三方程序并不是安放在这个文件夹的。
2. apk的打包
在Eclipse中,编译好的android project,在该project的bin目录下会自动生成一个apk文件,与J2ME不同,无需手动打包。只要代码有改动就自动build,build出来的apk是签过名的,也可以在project右键菜单的Andoid Tools菜单下export签名的或未签名的apk。
3. 将apk安装到android simulator中
4. 将apk安装到android mobile中
[3] WCDMA频率段
来源: 互联网 发布时间: 2014-02-18
WCDMA频段
WCDMA频段
2010年5月25日14:47:56
UMTS与WCDMA之间的关系与区别
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