Tuesday, January 8, 2013

The testing of the work fault of cell phone jammer

The testing of the work fault of cell phone jammer should be done first.
Execution environment there is a huge difference, our code may be on the simulator to run very fast, but very slow on a real machine. The contrary is also possible the optimization of a model may cause another platform on the performance degradation due to our code only runs on Wireless Toolkit 2.5, related to this article conclusions are based on the results obtained running in the Wireless Toolkit 2.5. In addition, when there are three kinds, both pay huge efforts have little effect in case of time, we need to consider giving up this kind of optimization methods. 5 Chapter J2ME Technology Introduction With the rapid development of mobile communications, mobile development fresh words slowly become the concern of developers hot spots. It is the artificial damage to cell phone jammer .The shielding position of cell phone jammer can be predicted in advance
In a recent online survey shows that 24.34% of the respondents involved in the embedded / mobile devices, application development, this figure may be slightly higher than the actual proportion, but enough to embedded / mobile devices, application development is a attractive fresh cheese. J2ME (Java 2 Micro Edition) is the king of embedded / mobile applications platform, Linux and WinCE ranked second and third. Nokia and other manufacturers pushing the Symbian platform developers share has not yet reached a satisfactory level , taking into account the combined survey items embedded devices (eg PDAs) and mobile devices (eg smart phones), Symbian, WinCE series on a mobile platform will be the main two parties of the competition. It would not be the natural damage to cell phone jammer . 
cell phone jammer is serially connected
In fact, we have at every call doLoadScene () method, which is after the switch the map to load before to clear before the new map already blockLayer and the backLayer two layers, because if we do not empty the two layers in the map after the jump, there is always what's left of the shadow of the original map, as shown in Figure 2.1, add the two layers after the the Empty blockLayer and backLayer map screen after the jump, as shown in Figure 2.2 19 Figure 2.1 Figure 2.2 Figure 2.1 above and 2.2 are inconsistent things all jump scene before, and we are clear to see the figures wizard Sprite has been buried not be cleared away before a map of the layer below.

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