Wireless Markup Language (WML)

Author(s):  
Lei-da Chen ◽  
Gordon W. Skelton

Associated with the Wireless Application Protocol is a markup language, similar in concept to Hypertext Markup Language (HTML) used to develop Web pages. This language, Wireless Markup Language (WML), produces an XML document. In order to develop WML documents which can be used successfully for user input-output it is necessary that you understand both structure and syntax. This chapter provides a thorough foundation in WML. That foundation supports work in following chapters.

SAINTEKBU ◽  
2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Adi Wibowo ◽  
Kolis Setyoningsih ◽  
Nanang Syahroni

            Dewasa ini penggunaan handphone semakin banyak, sehingga operator handphone menambah layanan dari handphone seperti SMS ( Short Message System ), e-mail, dan browsing internet dengan menggunakan teknologi WAP ( Wireless Application Protocol ). Dan proyek akhir “Pembuatan Homepage WAP” dikerjakan untuk membuat suatu layanan informasi tentang Politeknik Elektronika Negeri Surabaya yang dapat diakses melalui handphone yang memiliki fasilitas WAP.           WAP dilengkapi standart universal yang memudahkan pemakainya mengakses web yang sudah didesain khusus untuk layanan informasi dan aplikasi pada komunikasi bergerak dengan menggunakan bahasa pemrograman WML ( Wireless Markup Language ). Dan dengan dilengkapi layanan WAP Phone akan memudahkan pemakai mengakses informasi mengenai Politeknik Elektronika Negeri Surabaya secara cepat, mudah, kapan saja, dan dimana saja melalui handphone WAP.Kata Kunci : WAP, Internet, Handphone, WML. 


Author(s):  
Wen-Chen Hu

Wireless application protocol (WAP) (Open Mobile Alliance, 2003) is a suite of network protocols that specifies ways of sending data across the airwaves. A wireless device is said to be WAP-compatible if, and only if, it has software that is fully capable of handling all WML 1.1 DTD entities. WML (Wireless Markup Language) (Open Mobile Alliance, 2001) is the XML-based language that is used in conjunction with WAP to format documents. As with all such protocol suites, WAP is organized hierarchically. At the bottom there are low-level protocols that are used for basic operations such as establishing connections, coding alphanumeric characters, and so on. At the top are the high-level protocols such as WML, which passes on page information. For more information on other WAP protocols, please visit http://www.wapforum.org/. WML script writing and applications will be discussed in Chapters VI through IX: • Chapter VI: The current chapter introduces fundamental WML components such as tables and images. • Chapter VII: Advanced WML, especially dynamic WML pages using CGI (Common Gateway Interface), will be introduced. • Chapter VIII: WMLScript, a lightweight JavaScript language used in conjunction with WML, is explained. • Chapter IX: The construction of a database-driven mobile web site using WML is explained step-by-step.


Repositor ◽  
2020 ◽  
Vol 2 (11) ◽  
pp. 1456
Author(s):  
Akhmad Yusuf F ◽  
Ilyas Nuryasin ◽  
Zamah Sari

AbstrakSitus web merupakan sekumpulan dokumen Hypertext Markup Language (HTML) statis yang dibangun untuk memudahkan setiap orang berbagi informasi, selama terhubung ke dalam jaringan internet. Salah satu bagian dari sistem sebuah situs web adalah web template. Web template adalah komponen dasar dari sistem web template berguna untuk memudahkan pengembang web merancang ulang sebuah halaman web. Salah satu yang mempengaruhi kinerja halaman web yaitu loading time, dimana loading time adalah waktu yang dibutuhkan oleh browser agar dapat menampilkan halaman web secara menyeluruh oleh pengguna ketika pengguna melakukan request, selain itu loading time merupakan salah satu bagian penting dari optimasi situs web. Optimasi merupakan suatu proses dimana memodifikasi atau merubah sesuatu yang telah ada agar efektifitasnya meningkat. Dalam sebuah situs web, terdapat beberapa konsep dalam optimasi, yaitu First Paint, Time To Interactivity (TTI), First Meaningful Paint (FMP) dan Long Task. Berdasarkan penelitian-penelitian yang sudah ada, diketahui bahwa optimasi loading time web dapat dilakukan dari sisi front-end. Oleh karena itu pada penelitian ini melakukan teknik optimasi dengan menggunakan critical rendering path, above the fold, priority resource, bundle and minify, gzip, dan splitting code. Hasil dari peforma web berdasarkan metriks first meaningful paint (FMP), first contetful paint (FCP), dan time to interactivity (TTI) mengalami peningkatan rata-rata kecepatan (perosentase) yaitu FMP sebesar 73%, FCP sebesar 60%, TTI sebesar 50%, dan loading time sebesar 29%. Selanjutnya, pada resource file rata-rata ukuran file menurun sebesar 59% dan jumlah request file menurun sebesar 21%.AbstractWebsite is a collection of HTML documents that are built to make it easy for everyone to share information, as long as they are connected to the internet. One part of a website system is a web template. Web templates are the basic components of a web template system useful for making it easy for web developers to redesign a web page. One that affects the performance of web pages is loading time, where loading time is the time needed by the browser to be able to display the web page as a whole by the user when the user makes a request, besides that loading time is one important part of website optimization. Optimization is a process where modifying or changing something that already exists in order to increase its effectiveness. In a website, there are several concepts in optimization, namely First Paint, Time To Interactivity, and First Meaningful Paint Based on existing research, it is known that web loading time optimization can be done from the front-end side. Therefore, in this study, optimization techniques using critical rendering path, above the fold, priority resources, bundle and minify, gzip, and splitting code. The implementation of matrics first meaningful paint (FMP), first contetful paint (FCP), dan time to interactivity (TTI) make increase average of speed FMP as 73%, FCP as 60%, TTI as 50%, and loading time as 29%. And then average of resource file decrease as 59% and total file of request decrease as 21%.  


JOUTICA ◽  
2017 ◽  
Vol 1 (2) ◽  
Author(s):  
Siti Muafiyah ◽  
Nurul Fuad ◽  
Azza Abidatin Betaliyah

“Puzzle Grow Up” game application uses HTML (Hypertext Markup Language) that can be used on Android-powered devices with the help of Intel xdk program. The purpose of this undergraduate thesis is to learn, analyze, design and implement “Puzzle Grow Up” game application. The software developed in the preparation of this application uses HTML (Hypertext Markup Language) which is the basic language for the web that allows displaying information in the form of text, chart, and also connecting between web pages. The result of this research is to create game as a means of entertainment that can minimize the boredom of a person to the job which involves devices such as mobile phones or smartphones based on Android. The application runs on Android OS with Android Kitkat as the minimum version.


Author(s):  
He Hu ◽  
Xiaoyong Du

Online tagging is crucial for the acquisition and organization of web knowledge. We present TYG (Tag-as-You-Go) in this paper, a web browser extension for online tagging of personal knowledge on standard web pages. We investigate an approach to combine a K-Medoid-style clustering algorithm with the user input to achieve semi-automatic web page annotation. The annotation process supports user-defined tagging schema and comprises an automatic mechanism that is built upon clustering techniques, which can automatically group similar HTML DOM nodes into clusters corresponding to the user specification. TYG is a prototype system illustrating the proposed approach. Experiments with TYG show that our approach can achieve both efficiency and effectiveness in real world annotation scenarios.


1994 ◽  
Vol 05 (05) ◽  
pp. 805-809 ◽  
Author(s):  
SALIM G. ANSARI ◽  
PAOLO GIOMMI ◽  
ALBERTO MICOL

On 3rd November, 1993, ESIS announced its Homepage on the World Wide Web (WWW) to the user community. Ever since then, ESIS has steadily increased its Web support to the astronomical community to include a bibliographic service, the ESIS catalogue documentation and the ESIS Data Browser. More functionality will be added in the near future. All these services share a common ESIS structure that is used by other ESIS user paradigms such as the ESIS Graphical User Interface (Giommi and Ansari, 1993), and the ESIS Command Line Interface. A forms-based paradigm, each ESIS-Web application interfaces to the hypertext transfer protocol (http) translating queries from/to the hypertext markup language (html) format understood by the NCSA Mosaic interface. In this paper, we discuss the ESIS system and show how each ESIS service works on the World Wide Web client.


Sign in / Sign up

Export Citation Format

Share Document