马化腾演讲实录:微信战略很有竞争力,千亿美金下反思

马化腾表示,移动互联网时代的运行规则与PC互联网时代完全不同,腾讯如果没有微信,可能是一场灾难。
马化腾直言,腾讯从诺基亚、黑莓这些曾经千亿美元市值公司的沦落中悟出,巨型企业要时时有危机感,腾讯因此成立了能够打败现有产品的团队,微信即是腾讯内部团队竞争的结果。腾讯会让公司内部不同工作团队研发可能颠覆自己的新产品,让它们互相竞争,赢家胜出。 Continue reading

千亿美金下的反思,腾讯刘炽平谈千亿公司危机感

首先想问大家一个问题,昨天回到房间有没有冲动打飞机的?尤其是看到Pony 和Tony 巅峰对决?提醒一次,过多打飞机有害身体,尤其对眼睛不是太好,小心一点!

开个玩笑,我想说的是我们已经进入了全民移动游戏的时代!对此,我有一个比较深的感受,移动互联网有可能为我们未来带来10 倍的可能性,这个感受在过去几个月里面越来越深,尤其是看到移动游戏突然这样爆发,变成全民游戏的时代。所以,今天我希望进一步跟大家探讨一下,过去半年里到底这个行业的格局有什么变化?我们整体的执行是怎么样的?公司的战略思考是什么? Continue reading

Sprite HD的前生今世

写在前面的话:
Sprite HD 是一个怀孕很久终于出世的孩子,所以值得用文字来记录成长过程。

Sprite HD是跨平台的设计师原型创作工具,帮助设计师直接在移动设备上创建原型,并可直接在设备上预览设计成果。
节约了从电脑端设计,然后同步到移动设备上的繁琐过程所花费的时间,大大提高了生产效率,并且可以直接作为usability testing 的工具使用。 Continue reading

费兹定律与移动应用界面设计

原文链接:http://beforweb.com/node/203

费兹定律(Fitts’ Law)是人机交互理论当中的一条基本原理,在约莫60年前被提出。对于传统桌面端设备来说,这条定律是非常重要和关键的;不过如今,受到移动设备大潮的影响与推动,很多传统交互设计原理在新兴平台当中都有着不一样的呈现,费兹定律的运用方式是否也与过去相同呢?

在本文中,我们将一起了解一下费兹定律的基本原理和组成要素,然后来看看怎样在移动应用的设计当中对其进行恰当的运用。 Continue reading

REVIEW: Sprite HD for iPad

Got a great idea for an iOS user interface? Don’t bottle it up – you can give your mock-ups some extra fizz with Sprite HD.

Sprite HD is a tool for prototyping user interfaces for iOS. The premise is straightforward: you create a new page for each screen display you want to mock up and then add elements to it in order to see how it will look.

Sprite HD has a full library of buttons, controls, icons, and dialogue boxes and allows you to add text and images manually. Start with a background – either black or grey linen for iOS – and then drag assets to it from the library, one at a time. It’s a useful way of quickly visualising and sharing how an app will look in a given state.

Useability issues

We had a few issues with it, however; the first of which we encountered on launching the app for the first time. While there is a tutorial of sorts to help you get started, we found it difficult to get to grips with it, and even more difficult to dismiss. Instead, we found it far easier to start with a blank slate and to experiment with different styles until we got the hang of using it. And after exploring and experimenting, it was revealed that Sprite HD is both reasonably powerful but also rather frustrating in use.

If you drag a background onto the working space, for example, it occupies a huge chunk of the screen, extending beyond the workspace and ‘under’ the menus. That means you have to drag it around until the bottom-right corner – the only one from which you can re-size an object – is visible. You then have to drag that in and down until the object is the right size.

Sprite HD is a tool for prototyping user interfaces for iOS apps

Limited options

There’s no way to lock the aspect ratio, however, so you’ll either have to trust your eyes or type pixel dimensions manually into the menu on the left of the screen. There is another option – to pinch from the centre of the object, as you would do to zoom out across the iOS in general. That, however, risks inadvertently grabbing an object below and moving or re-sizing it instead (which, we can assure you, lead to some angry fist-shaking).

The same applies when you drag buttons, icons, or controls onto the screen. There’s no possibility, for example, to specify standard dimensions for objects in order for you to avoid having to manually re-size each one.

There are at least contextually aware guides that appear as you drag objects around on a layout, alerting you when they are lined up. Text controls are good, allowing you to specify the size, style, colour, and alignment of characters. Annoyingly, the box into which you must type them is simply too small.

Thankfully, by tapping the ‘T’ at the top of the text box, you can type directly into the box. But the question begs, if this option is available knowing that the box is small and fiddly to tap, why is this not the default?

Sprite HD is a powerful tool but can be frustrating to use

Each object has a list of properties, including x and y co-ordinates, pixel dimensions, other data specific to the object type, and the object’s name. Sadly that name is not editable, rendering it meaningless unless you’re prepared to memorise what ‘item_30’ corresponds to.

We like the ability to add images from your Photo Library, which also allows you to import mocked- up interfaces created elsewhere – though adding them causes them to be displayed at full-size, meaning you have to manually re-size them.

Also, there’s no way to edit images. So photos taken in portrait orientation, for example, can’t be rotated. The ability to duplicate mock-ups in order to make revisions while retaining the original, on the other hand, is an additionally handy feature.

Sprite HD allows the addition of images from your Photo Library

Sprite HD has tons of potential. In its current state it’s highly usable, if frustrating at times. With some more work, however, it could become indispensable to mobile app UI designers.

You’ll find this review, and many more, in Tap! Magazine issue 29.

Verdict:

SCORE 6/10
While there’s much to like here, there are also several rough edges that need to be smoothed out.
UPPERS
  • Text controls are good
  • Able to add images from personal photo library
  • Has a lot of potential
DOWNERS
  • Start-up tutorial is difficult to get to grips with
  • Workspace needs development
  • Object names and images uneditable
While this software is fairly new, it’s a great start for creating software wireframes and simple, but efficient concept designs for iPhone software.

Surface Pro无法从睡眠模式中唤醒

Surface Pro最近又被爆出新的问题了,微软社区论坛中的很多用户在抱怨,他们的Surface Pro太爱睡懒觉了,没办法从睡眠模式中唤醒。

论坛上有用户表示,当Surface Pro进入睡眠模式时,它就不会再醒过来了。当按压Windows按钮时,能感觉到机器震动,但还是没用。必须要长按电源按钮10秒钟进行强制重启才行。


幸运的是论坛成员LeoNot找到了解决这个的方法。还是挺简单的,首先打开”设备管理器”下的”网络配适器”,双击打开”Marvell Avastar 350N”并选择电源管理选项,然后选上”Allow the computer to turn off this device to save power”(允许计算机关闭设备节省电量),问题就应该可以解决了。

微软目前还没对这个问题正式回应,而此前爆出的Wi-Fi连接问题也没有得到彻底的修复。

 
 

从 <http://os.51cto.com/art/201303/386311.htm> 插入

见到好帖子就转一下

开启GPU加速

位图动画在这个模式下会有明显性能提升。

但矢量图形内容会以最低品质呈现。

MovieClip的性能

Flash CS6 提供将包含多个可见对象转换成扁平位图的功能,我们在对矢量图转换为位图后,在开启GPU加速的情况下,在iPhone 4上测试MovieClip的动画性能。其实并不是想象中那么差劲,甚至比一般的Blit模式绘制动画性能要好一些。

(具体数据待更新)

将MovieClip动画输出为Sprite序列

在有复杂嵌套的动画中,可以考虑直接使用CS6 导出 Sprite序列,在游戏内部来实现Blit模式动画。

有些小技巧,嵌套动画需要以“图形”方式渲染,才能在Sprite序列中看到效果。

Sprite序列导出的位图尺寸尽可能的小,选择合适的导出选项。

不建议超过2048×2048,iPad1和iPod Touch4会因为内存问题,导致Crash。

动画极限性能方案

预先将动画的每帧位图展开,保存在动画帧为单位的数组中,监听EnterFrame来更新显示。

震动模式游戏静音

保持游戏中界面常亮

开启自动旋转

如果是横屏游戏,丢弃内建竖屏转向处理。

使用StageWebView

对与文字内容的初始大小,需要在内容HTML中设定meta标签。

使用StageVideo

在游戏启动Intro视频时我们使用StageVideo来播放,但在开发机ADL中并不存在这个组件。开发机中测试逻辑可以选择Video组件来测试,API基本保持一直。

注意:StageVideo是整个可见对象的最下面,界面上的背景也会遮住他。

对于播放的视屏格式可能存在问题,可以选择

对视频进行一次重编码。

使用StageText

对于要求特定输入软键盘时,需要使用StageText这类系统输入框。

注意:StageText呈现在所有显示对象最上层。

下列代码为指定确认按钮文字,以及软键盘为数字类型。

禁用内建的键盘行为

软键盘触发的相关事件

SoftKeyboardEvent.SOFT_KEYBOARD_ACTIVATE

SoftKeyboardEvent.SOFT_KEYBOARD_DEACTIVATE

获取软键盘的显示区域

stage.softKeyboardRect

使用原生的Alert提示

由于使用到原生的StageText,在显示对象最上层,提示框只能使用原生控件进行遮挡。

选择一款ANE扩展。

其他总结

内存方面也未出现明显问题,确保好SWF没有出现内存泄漏就好。

在定位一些和设备相关的特性问题时,可以选择WIFI无线连接进行断点调试。

在有丰富Flash资源(AS3)的情况下,将程序移植到iOS相当的容易。跨平台优势凸出。

最新的AIR开发环境支持原生的iPhone模拟器,开发起来会更加方便,前提是需要Mac OS X操作系统。

Flash开发iOS程序和游戏趋于成熟,从SWF转成原生的iOS原生程序,未发现明显的转换过程导致的兼容性缺陷,整体顺利。

Windows Phone 8 development on a Mac running OSX and VMWare

Windows Phone 8 development on a Mac running OSX and VMWare, using also the phone emulator:

What is needed is a more recent Mac (MBP Early 2011, i7 in my case, OS X 10.7.5, 16GBytes RAM), VMware Fusion (in my case vers 5), Windows 8 OS (64-bit Pro version in my case), and the Windows Phone 8 SDK (the free Express version in my case).

A couple of configuration changes to the Windows 8 VM configuration are needed otherwise the Windows Phone emulator will not work.

1) Add (or cheek they are present) to .vmx file these rows:

hypervisor.cpuid.v0 = “FALSE”
mce.enable = “TRUE”
vhv.enable = “TRUE”

2) Settings -> CPU and memory -> Advanced: check “Enable hypervisor applications in this virtual machine”

3) Settings -> CPU and memory: make sure 2 Cores (or more?) are assigned to the Virutla machine

4) Settings -> Advanced: Preferred virtualizationn engine: Intel VT-x with EPT

After restarting Win 8 x64 VM, the HyperV system (and e.g. WIndows 8 Phone SKD debugging / Windows Phone Emulation) works perfectly.

I found these instructions from a posting by user JSaa (Credit to him!) at
http://communities.vmware.com/thread/423744?tstart=0

Happy WP8 development on your Mac