|Exam Name||:||Sun Certified Associate for Java 2 Platform, Standard Edition|
|Questions and Answers||:||204 Q & A|
|Updated On||:||February 21, 2019|
|PDF Download Mirror||:||Pass4sure 311-019 Dump|
|Get Full Version||:||Pass4sure 311-019 Full Version|
311-019 exam Dumps Source : Sun Certified Associate for Java 2 Platform, Standard Edition
Test Code : 311-019
Test Name : Sun Certified Associate for Java 2 Platform, Standard Edition
Vendor Name : SUN
Q&A : 204 Real Questions
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though she didn’t always beginning off with a plan to run a tanning business, the possibility fell appropriate into Kim Wherley’s lap.
in the beginning beginning her own toddlers’s consignment shop, Reruns for Wee Ones, the house had abundant room for an extra enterprise prospect. it might grow to be being a pretty good place for a tanning bed.
“on the time there have been no real tanning salons and no true elegance retail outlets around right here,” Wherley, founder of Lion within the solar, pointed out. “We noted ‘probably we may still put in a tanning bed.’ So one tanning bed led to two tanning beds, then four after which eight tanning beds.”
This happenstance in 1994 turned into the beginning of Wherley’s tanning salon Lion within the sun, which would develop into her leading focus in 2003 when she offered the consignment shop. The business now has two areas, with one in Fairmont and one in Kingmont, which have multiplied to offer greater than simply tanning.
In commemoration of 25 years in enterprise, Lion in the solar held a week of special offers and coupon codes to pay tribute to the loyal purchasers of the group who helped hold it open that lengthy.
“It’s hard to agree with it has been 25 years,” Wherley stated. “we have lots of people that are still tanning with us that have been there on the grounds that day one. If it wasn’t for our loyal valued clientele we wouldn’t nonetheless be around.”
Wherley defined that she and her personnel are all familiarized with the bits and bobs of tanning, including the health and safeguard methods crucial to be certain a consistent tan. The efforts to evolve their capabilities base acted partially as a means to live forward of any competitors.
“after we begun in ‘ninety four, there have been near about 20,00 salons within the u.s. and today there are below eight,000,” talked about Amber Steele, Wherley’s daughter who now manages Lion within the solar. “To live afloat, we now have relied on consumer loyalty and evolving and growing to be.”
each branches of the salon present distinctive tanning beds with diverse levels of tan depending on the consumer. Steele defined that the staff presents advice to the valued clientele as to what class of tan they should get and the way they should still keep on. The shops now also present primary oils and other lotions for sale, and Steele is additionally licensed in spray tanning.
“We’ve delivered tooth whitening and spray tans and we only recently brought a pink light laptop,” Steele referred to. “It’s all the time been ‘How do we evolve and develop and keep going,’ so she’s done a really respectable job of that.”
Steele helped to host the twenty fifth-anniversary birthday celebration for the business, which took area Saturday night at Copperhouse Grill. To commemorate the event, Steele and the team of workers shocked Wherley with a gift to considered one of her favourite nonprofits, the Marion County Humane Society, which the salon has assisted in the past.
“we now have conspired in the back of her again and raised a bit over $2,000 and are sponsoring 25 cat adoptions with the Humane Society,” Steele pointed out. “individuals can go and undertake the next 25 cats on the Humane Society and that they’re paid for by using us, in her honor. i needed a gift to her that would be meaningful and that’s the most beneficial I may get a hold of.”
For Wherley, having this category of business where she gets to engage with a caring team of workers and customers day to day has been a blessing
“I believe that’s what’s most essential, having a spot that feels secure and clear and knowledgeable,” Wherley pointed out. “It’s a glance first rate, think first rate business and that’s what makes it fun.”
despite the week-long spree of special presents Lion within the sun just held, Steele spoke of the salon will nonetheless dangle its Sunshine Saturday with different coupon codes on March 2. For greater counsel on Lion in the sun, seek advice from its web page at www.lioninthesunwv.com.
KYOTO, Japan, Feb. 6, 2019 /PRNewswire/ -- instant devices geared up with the brand new foreign wireless communication specification Wi-solar FAN (field area network) for the internet of issues developed jointly with the aid of the analysis community of Professor Hiroshi Harada of the Graduate school of Informatics, Kyoto university (hereinafter Kyoto university), Nissin programs Co., Ltd. (hereinafter Nissin programs), and ROHM Co., Ltd. (hereinafter ROHM) grew to become one of the most world's first options to achieve Wi-solar FAN certification.
BackgroundIn order to realize outside conversation networks corresponding to wise cities and sensible grids, fantastic, lengthy-distance and secure community technology is required. Wi-sun FAN is a brand new specification of Wi-sun, an international radio communications mission it truly is the premier ideal to the development of IoTs. it is an interoperable communications networking method for electrical energy, gasoline, and water metering, as well as for smart cities and wise grids in numerous applications equivalent to infrastructure and clever transport programs.
This Wi-sun FAN is an interoperable low-power IoT instant verbal exchange know-how that makes use of low-vigour wireless transmission technology in accordance with the IEEE 802.15.4g standard and multistage routing know-how in accordance with IPv6. On may also sixteen, 2016, the Wi-sun Alliance, which certifies instant communique specifications for IoTs, technical compatibility, and interconnectivity, centered commonplace specifications, and on November 11, 2016, the three events announced that they succeeded in simple radio developments suitable with Wi-sun FAN. The Wi-solar Alliance then introduced its Wi-sun FAN certification program on October 3, 2018.
This achievementBased on the outcomes of the fundamental building of Wi-solar FAN, the three events developed a radio suitable with Wi-sun FAN technical standards and certification software, and passed an IP-based certification examine the usage of multi-hop, frequency-hopping, and advanced certification protection by using a plurality of different radios from distinct agencies. This radio has the following capabilities as described in the Wi-sun FAN Technical standards.
p>With the IEEE802.15.four/4g/4e technologies capable of solid transmission over 1km below the japanese law, this radio is fitted with a global typical for internet entry, which has been introduced in Wi-Fi (TM) systems, and a multi-hop international typical that realizes multi-stage relay between radios in keeping with IP. This makes it handy to join sensors, meters, and monitors that make up sensible cities and smart metering to the web.
This success become performed in the Impulsing Paradigm change through Disruptive technologies program (have an effect on) led via the Council for Science, know-how and Innovation, the cabinet workplace. This program was formed by means of a joint business-academia consortium referred to as the next-era Wi-solar Joint research Consortium, Kyoto. The three events, based in Kyoto, are Kyoto school, which have a song checklist of standardization and development of IEEE 802.15.four/4g/4e, Nissin programs, which commercializes Wi-sun-appropriate communication middleware, and ROHM, which develops communique modules suitable with the usual.
define of certification acquisition:Date and time of certification acquisition: January 30, 2019Certification authority: Wi-sun AllianceCertified testing laboratory: Allion Labs, Inc.Certification number: WSA 0171
Future developmentIn the future, the three parties will take part in an interoperability specification verification event backed by means of the Wi-sun Alliance to make contributions to trying out for technical conformity and interoperability of the Wi-solar FAN common, and to promote further development as business-academia cooperation projects in Kyoto with the intention to implement this radio in society. The outcomes have been also displayed at the Wi-solar Alliance booth in DistribuTECH 2019, the greatest power trade-connected event within the u.s., which changed into held in New Orleans on February 5.
further details are available at:http://www.dco.cce.i.kyoto-u.ac.jp/en/PL/PL_2019_01.html
View original content material:http://www.prnewswire.com/news-releases/kyoto-institution-teaming-with-2-jap-groups-acquires-world-first-certification-for-wireless-conversation-specification-wi-sun-fan-300790447.html
supply Kyoto school; Nissin techniques Co., Ltd.; ROHM Co., Ltd.
Copyright (C) 2019 PR Newswire. All rights reserved
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This chapter explains what Android is, how and why it was developed, and where the platform fits in to the established mobile marketplace.This chapter is from the book
The mobile development community is at a tipping point. Mobile users demand more choice, more opportunities to customize their phones, and more functionality. Mobile operators want to provide value-added content to their subscribers in a manageable and lucrative way. Mobile developers want the freedom to develop the powerful mobile applications users demand with minimal roadblocks to success. Finally, handset manufacturers want a stable, secure, and affordable platform to power their devices. Upuntil now single mobile platform has adequately addressed the needs of all the parties.
Enter Android, which is a potential game-changer for the mobile development community. An innovative and open platform, Android is well positioned to address the growing needs of the mobile marketplace.
This chapter explains what Android is, how and why it was developed, and where the platform fits in to the established mobile marketplace.
To understand what makes Android so compelling, we must examine how mobile development has evolved and how Android differs from competing platforms.Way Back When
Remember way back when a phone was just a phone? When we relied on fixed landlines? When we ran for the phone instead of pulling it out of our pocket? When we lost our friends at a crowded ballgame and waited around for hours hoping to reunite? When we forgot the grocery list (Figure 1.1) and had to find a payphone or drive back home again?
Figure 1.1 Mobile phones have become a crucial shopping accessory.
Those days are long gone. Today, commonplace problems like these are easily solved with a one-button speed dial or a simple text message like “WRU?” or “20?” or “Milk and?”
Our mobile phones keep us safe and connected. Nowadays, we roam around freely, relying on our phones not only to keep in touch with friends, family, and coworkers, but also to tell us where to go, what to do, and how to do it. Even the most domestic of events seem to revolve around my mobile phone.
Consider the following true, but slightly enhanced for effect, story:
My point here? Mobile phones can solve just about anything—and we rely on them for everything these days.
You notice that I used half a dozen different mobile applications over the course of this story. Each application was developed by a different company and had a different user interface. Some were well designed; others not so much. I paid for some of the applications, and others came on my phone.
As a user, I found the experience functional, but not terribly inspiring. As a mobile developer, I wished for an opportunity to create a more seamless and powerful application that could handle all I’d done and more. I wanted to build a better bat trap, if you will.
Before Android, mobile developers faced many roadblocks when it came to writing applications. Building the better application, the unique application, the competing application, the hybrid application, and incorporating many common tasks such as messaging and calling in a familiar way were often unrealistic goals.
To understand why, let’s take a brief look at the history of mobile software development.“The Brick”
The Motorola DynaTAC 8000X was the first commercially available cell phone. First marketed in 1983, it was 13 x 1.75 x 3.5 inches in dimension, weighed about 2.5 pounds, and allowed you to talk for a little more than half an hour. It retailed for $3,995, plus hefty monthly service fees and per-minute charges.
We called it “The Brick,” and the nickname stuck for many of those early mobile phones we alternatively loved and hated. About the size of a brick, with a battery power just long enough for half a conversation, these early mobile handsets were mostly seen in the hands of traveling business execs, security personnel, and the wealthy. First-generation mobile phones were just too expensive. The service charges alone would bankrupt the average person, especially when roaming.
Early mobile phones were not particularly full featured. (Although, even the Motorola DynaTAC, shown in Figure 1.2, had many of the buttons we’ve come to know well, such as the SEND, END, and CLR buttons.) These early phones did little more than make and receive calls and, if you were lucky, there was a simple contacts application that wasn’t impossible to use.
Figure 1.2 The first commercially available mobile phone: the Motorala DynaTAC.
These first-generation mobile phones were designed and developed by the handset manufacturers. Competition was fierce and trade secrets were closely guarded. Manufacturers didn’t want to expose the internal workings of their handsets, so they usually developed the phone software in-house. As a developer, if you weren’t part of this inner circle, you had no opportunity to write applications for the phones.
It was during this period that we saw the first “time-waster” games begin to appear. Nokia was famous for putting the 1970s video game Snake on some of its earliest monochrome phones. Other manufacturers followed, adding games like Pong, Tetris, and Tic-Tac-Toe.
These early phones were flawed, but they did something important—they changed the way people thought about communication. As mobile phone prices dropped, batteries improved, and reception areas grew, more and more people began carrying these handy devices. Soon mobile phones were more than just a novelty.
Customers began pushing for more features and more games. But, there was a problem. The handset manufacturers didn’t have the motivation or the resources to build every application users wanted. They needed some way to provide a portal for entertainment and information services without allowing direct access to the handset.
And what better way to provide these services than the Internet?Wireless Application Protocol (WAP)
It turned out allowing direct phone access to the Internet didn’t scale well for mobile.
When the first clamshell phone, the Motorola StarTAC, was released in 1996, it merely had a LCD 10-digit segmented display. (Later models would add a dot-matrix type display.) Meanwhile, Nokia released one of the first slider phones, the 8110—fondly referred to as “The Matrix Phone,” as the phone was heavily used in films. The 8110 could display four lines of text with 13 characters per line. Figure 1.3 shows some of the common phone form factors.
Figure 1.3 Various mobile phone form factors: the candy bar, the slider, and the clamshell.
With their postage stamp-sized low-resolution screens and limited storage and processing power, these phones couldn’t handle the data-intensive operations required by traditional Web browsers. The bandwidth requirements for data transmission were also costly to the user.
The Wireless Application Protocol (WAP) standard emerged to address these concerns. Simply put, WAP was a stripped-down version of HTTP, which is the backbone protocol of the Internet. Unlike traditional Web browsers, WAP browsers were designed to run within the memory and bandwidth constraints of the phone. Third-party WAP sites served up pages written in a markup language called Wireless Markup Language (WML). These pages were then displayed on the phone’s WAP browser. Users navigated as they would on the Web, but the pages were much simpler in design.
The WAP solution was great for handset manufacturers. The pressure was off—they could write one WAP browser to ship with the handset and rely on developers to come up with the content users wanted.
The WAP solution was great for mobile operators. They could provide a custom WAP portal, directing their subscribers to the content they wanted to provide, and rake in the data charges associated with browsing, which were often high.
Developers and content providers didn’t deliver. For the first time, developers had a chance to develop content for phone users, and some did so, with limited success.
Most of the early WAP sites were extensions of popular branded Web sites, such as CNN.com and ESPN.com, looking for new ways to extend their readership. Suddenly phone users accessed the news, stock market quotes, and sports scores on their phones.
Commercializing WAP applications was difficult, and there was no built-in billing mechanism. Some of the most popular commercial WAP applications that emerged during this time were simple wallpaper and ringtone catalogues, allowing users to personalize their phones for the first time. For example, the users browsed a WAP site and requested a specific item. They filled out a simple order form with their phone number and their handset model. It was up to the content provider to deliver an image or audio file compatible with the given phone. Payment and verification were handled through various premium-priced delivery mechanisms such as Short Message Service (SMS), Enhanced Messaging Service (EMS), Multimedia Messaging Service (MMS), and WAP Push.
WAP browsers, especially in the early days, were slow and frustrating. Typing long URLs with the numeric keypad was onerous. WAP pages were often difficult to navigate. Most WAP sites were written once for all phones and did not account for individual phone specifications. It didn’t matter if the end-user’s phone had a big color screen or a postage stamp-sized monochrome one; the developer couldn’t tailor the user’s experience. The result was a mediocre and not very compelling experience for everyone involved.
Content providers often didn’t bother with a WAP site and instead just advertised SMS short codes on TV and in magazines. In this case, the user sent a premium SMS message with a request for a specific wallpaper or ringtone, and the content provider sent it back. Mobile operators generally liked these delivery mechanisms because they received a large portion of each messaging fee.
WAP fell short of commercial expectations. In some markets, such as Japan, it flourished, whereas in others, like the United States, it failed to take off. Handset screens were too small for surfing. Reading a sentence fragment at a time, and then waiting seconds for the next segment to download, ruined the user experience, especially because every second of downloading was often charged to the user. Critics began to call WAP “Wait and Pay.”
Finally, the mobile operators who provided the WAP portal (the default home page loaded when you started your WAP browser) often restricted which WAP sites were accessible. The portal allowed the operator to restrict the number of sites users could browse and to funnel subscribers to the operator’s preferred content providers and exclude competing sites. This kind of walled garden approach further discouraged third-party developers, who already faced difficulties in monetizing applications, from writing applications.Proprietary Mobile Platforms
It came as no surprise when users wanted more—they will always want more.
Writing robust applications such as graphic-intensive video games with WAP was nearly impossible. The 18-year-old to 25-year-old sweet-spot demographic—the kids with the disposable income most likely to personalize their phones with wallpapers and ringtones—looked at their portable gaming systems and asked for a device that was both a phone and a gaming device or a phone and a music player. They argued that if devices such as Nintendo’s Game Boy could provide hours of entertainment with only five buttons, why not just add phone capabilities? Others looked to their digital cameras, Palms, Blackberries, iPods, and even their laptops and asked the same question. The market seemed to be teetering on the edge of device convergence.
Memory was getting cheaper; batteries were getting better; and PDAs and other embedded devices were beginning to run compact versions of common operating systems such as Linux and Windows. The traditional desktop application developer was suddenly a player in the embedded device market, especially with Smartphone technologies such as Windows Mobile, which they found familiar.
Handset manufacturers realized that if they wanted to continue to sell traditional handsets, they needed to change their protectionist policies pertaining to handset design and expose their internal frameworks, at least, to some extent.
A variety of different proprietary platforms emerged—and developers are still actively creating applications for them. Some Smartphone devices ran Palm OS (now Garnet OS) and RIM Blackberry OS. Sun Microsystems took its popular Java platform and J2ME emerged (now known as Java Micro Edition [Java ME]). Chipset maker Qualcomm developed and licensed its Binary Runtime Environment for Wireless (BREW). Other platforms, such as Symbian OS, were developed by handset manufacturers such as Nokia, Sony Ericsson, Motorola, and Samsung. The Apple iPhone OS (OS X iPhone) joined the ranks in 2008. Figure 1.4 shows several different phones, all of which have different development platforms.
Figure 1.4 Phones from various mobile device platforms.
Many of these platforms have associated developer programs. These programs keep the developer communities small, vetted, and under contractual agreements on what they can and cannot do. These programs are often required and developers must pay for them.
Each platform has benefits and drawbacks. Of course, developers love to debate over which platform is “the best.” (Hint: It’s usually the platform we’re currently developing for.)
The truth is no one platform has emerged victorious. Some platforms are best suited for commercializing games and making millions—if your company has brand backing. Other platforms are more open and suitable for the hobbyist or vertical market applications. No mobile platform is best suited for all possible applications. As a result, the mobile phone has become increasingly fragmented, with all platforms sharing part of the pie.
For manufacturers and mobile operators, handset product lines became complicated fast. Platform market penetration varies greatly by region and user demographic. Instead of choosing just one platform, manufacturers and operators have been forced to sell phones for all the different platforms to compete. We’ve even seen some handsets supporting multiple platforms. (For instance, Symbian phones often also support J2ME.)
The mobile developer community has become as fragmented as the market. It’s nearly impossible to keep track of all the changes in the market. Developer specialty niches have formed. The platform development requirements vary greatly. Mobile software developers work with distinctly different programming environments, different tools, and different programming languages. Porting among the platforms is often costly and not straightforward. Keeping track of handset configurations and testing requirements, signing and certification programs, carrier relationships, and application marketplaces have become complex spin-off businesses of their own.
It’s a nightmare for the ACME Company wanting a mobile application. Should they develop a J2ME application? BREW? iPhone? Windows Mobile? Everyone has a different kind of phone. ACME is forced to choose one or, worse, all of the above. Some platforms allow for free applications, whereas others do not. Vertical market application opportunities are limited and expensive.
As a result, many wonderful applications have not reached their desired users, and many other great ideas have not been developed at all.
This introductory course familiarizes students with the Java interface and programming language as well as the stages in a product life cycle. Students also learn how to design and test an application running on Java technology.Java Programming Language, Java SE 6
Students in this class learn how to use the Java programming language to design graphical user interfaces (GUIs), execute applications with Java technology and set up network connections. Topics of instruction include flow control, array types, command-line arguments and threads. This course, along with the fundamentals of Java programming class, prepares students for OCP Java SE 6 Programmer certification exams.Java SE 7 Programming
Students get tips for writing successful programs and working with Java's integrated development environment (IDE). Additional course topics include Java class design, inheritance, StringBuilder and StringBuffer, text parsing and I/O with Java, among many others. Students who complete the course will be prepared to use Java to design object-oriented applications. This is one of the courses designed to prepare individuals for OCP Java SE 7 Programmer certification.Java SE 8 Programming
This training course familiarizes students with Java Standard Edition (SE) 8 Programming. Instruction covers fundamental language features and Application Programming Interfaces (API). Students will learn how to use Java SE 8 to create object-oriented applications, with course topics including specific object-oriented skill development, Lambda expressions, and the latest JDK updates.
On Tuesday, the US Court of Appeals for the Federal Circuit ruled in agreement with Oracle, determining that Google's use of Java code in Android was not fair. It delegated the job of determining the amount of damages that Google owes Oracle to a lower federal court in San Francisco.
In 2016, Oracle sought almost $9 billion in damages related to its estimation of $21 billion in profits that Google has earned over the lifetime of the Android platform. Google could have licensed Java from Sun (or Oracle, which acquired Sun), but it chose not to, as was revealed in earlier court documents.
While often portrayed as an underdog fair use case against a big bad proprietary IP firm, in reality the code Google took from Java had been made available under the GPL. Google replaced that open license and redistributed it under the incompatible, permissive Apache Open Source License. Google violated Java copyright and violated the terms of the open source GPL
Google violated Java copyright and violated the terms of the open source GPL to give it all the value of Java's code with none of the responsibly to respect the GPL or alternatively to license Java code commercially.
Because that enabled Android rapidly grow into an unlicensed platform that Google could then profit from, its actions may constitute the largest fraud to have ever occurred in the industry.Google's original concept for its Android phone project
Two years before iPhone appeared, Google acquired an existing "Android" project in 2005, which was essentially an offshoot of Danger, the Java platform powering TMobile's SideKick slider phone. Both Danger and Android were founded by former Apple employee Andy Rubin (who more recently left Google to launch Essential, another Android-based phone project).
In 2005, it was common to license Sun's mobile edition of Java to launch new smartphones. Google originally sought to develop Android as a Java Mobile button-phone platform similar to BlackBerry or Windows Mobile, but was blindsided by Apple's release of iPhone in 2007.
The search giant then shifted gears to develop a more powerful device patterned directly on the far more ambitious and sophisticated features and functionality Apple had delivered. A key part of that strategy involved appropriating the value of Java Mobile, then owned by Sun, to create a replacement that used the same language and API construction to leverage developers' existing familiarity with Java Mobile, then the dominant mobile platform.
After Apple's iPhone rapidly conquered the existing smartphone businesses of BlackBerry, Nokia, Palm and Windows Mobile in its first three years, a variety of hardware makers and carriers jumped to support Android as the last remaining alternative.Oracle's 8 year battle with Google
Google's free distribution of a modified version of Java Mobile rapidly replaced Sun's own software as the platform for low-end mobile devices. After Oracle acquired Sun in 2010, it filed a lawsuit against Google involving copyright infringement of Java by Android.
Oracle sought both damages against Google and a legal injunction on its distribution, describing Google's Android as an "incompatible clone of Java." "we need to negotiate a license for Java under the terms we need"
During the trial, it was revealed that Rubin had written a memo stating, "If Sun doesn't want to work with us, we have two options: 1) Abandon our work and adopt MSFT CLR VM and C# language - or - 2) Do Java anyway and defend our decision, perhaps making enemies along the way."
Another internal Google document similarly stated, "What we've actually been asked to do (by [Google founders] Larry [Page] and Sergey [Brin]) is to investigate what technical alternatives exist to Java for Android and Chrome. We've been over a bunch of these, and think they all suck. We conclude that we need to negotiate a license for Java under the terms we need."Google claimed "fair use" for compatibility, without being compatible
Rather than licensing Java, Google decided to follow Rubin's advice: just take the code, see what happens, and try to defend itself. Part of that "defense" was a fight to suppress the evidence that Android willfully infringed upon Oracle's Java.
Another element of Google's defense, it turned out, was to claim that the code it took from Java was "fair use" because it was related to achieving compatibility with the Java platform. However, rather than seeking to be compatible with an existing standard, Google only desired to be compatible with the value of the code it appropriated.
In 2014, the U.S. Court of Appeals for the Federal Circuit in Washington issued a ruling that reversed an earlier decision that had prohibited Oracle from claiming copyright for portions of its Java platform used by Google in Android.
That ruling noted that "given the record evidence that Google designed Android so that it would not be compatible with the Java platform, or the JVM specifically, we find Google's interoperability argument confusing."
It added, "the compatibility Google sought to foster was not with Oracle's Java platform or with the JVM central to that platform. Instead, Google wanted to capitalize on the fact that software developers were already trained and experienced in using the Java API packages at issue."
Nearly four years later, the second half of that case has been answered: what Google did was clearly not "fair use," even though vocal proponents of cheap hardware supported that specious argument because stealing Oracle's code and giving it away would indeed reduce the costs of licensing that technology.
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