WAP Learn2

Timer

A WML card can be set up to use the timer function of WML. The time unit of the timer is 1/10 of a second.

The example below will display a message for 3 seconds, and then take you to the file "test.wml":

<?xml version="1.0"?>
<!DOCTYPE wml PUBLIC "-//WAPFORUM//DTD WML 1.1//EN"
"http://www.wapforum.org/DTD/wml_1.1.xml">

<wml>
<card ontimer="test.wml">
<timer value="30"/>
<p>Some Message</p>

</card>
</wml>

 

Variables

When a user switches from card to card in a deck, we need to store data in variables. WML variables are case sensitive.

Specify a Variable with the Setvar Command

When someone executes a task (like go, prev, and refresh), the setvar element can be used to set a variable with a specified value.

The following example will create a variable named i with a value of 500:

<setvar name="i" value="500"/>

The name and value attributes are required.

Specify a Variable through an Input Element

Variables can also be set through an input element (like input, select, option, etc.).

The following example will create a variable named schoolname:

<card id="card1">
<select name="schoolname">
<option value="HTML">HTML Tutorial</option>
<option value="XML">XML Tutorial</option>
</select>
</card>

To use the variable we created in the example above:

<card id="card2">
<p>You selected: $(schoolname)</p>
</card>

A WML deck with two cards - one for user input and one for displaying the result - can be set up, as demonstrated in this example:

<?xml version="1.0"?>
<!DOCTYPE wml PUBLIC "-//WAPFORUM//DTD WML 1.1//EN"
"http://www.wapforum.org/DTD/wml_1.1.xml">

<wml>

<card id="card1" title="Tutorial">
<do type="accept" label="Answer">
  <go href="#card2"/>
</do>
<p>
<select name="name"> 
  <option value="HTML">HTML Tutorial</option>
  <option value="XML">XML Tutorial</option>
  <option value="WAP">WAP Tutorial</option>
</select>
</p>
</card>

<card id="card2" title="Answer">
<p>
You selected: $(name)
</p>
</card>

</wml>

The first card might look like this in your mobile phone display:

----- Tutorial ----------

 HTML Tutorial 
 XML  Tutorial 
 WAP  Tutorial 

Answer

The second card might look like this:

----- Answer ----------

 You Selected: HTML



Example Explained

The Prolog

<?xml version="1.0"?>
<!DOCTYPE wml PUBLIC "-//WAPFORUM//DTD WML 1.1//EN"
"http://www.wapforum.org/DTD/wml_1.1.xml">

The first lines in the WML document are called the prolog. The prolog defines that this is an XML document, it then defines the XML version, and the DTD to be referenced.

The Deck

<wml> ..... </wml>

The deck is the WML document itself. It is embedded within <wml> tags

The Cards

<card> ..... </card>

Cards are always displayed one at the time. This WML deck contains two cards - one for user input and one for displaying the result.

The <do> element

<do> ... </do>

The first card has a <do> element that defines an event to be triggered. The type="accept" attribute of the <do> element causes the label="Answer" to be displayed in the lower left corner of the display.

The Event

The <go> element triggers when the user clicks the <do> label. The href="#card2" attribute of the <go> element causes card2 to be displayed on the screen.

The Variable

Card2 displays the $(name) variable from card1, because variables are valid across cards.

Validating your WML

To help you validate your wml, we have used The Microsoft's XML parser to create a wml validator. Paste your wml in the text area, and validate it by pressing the validate button.


Validating your WML file

You can also validate your wml files, simply by typing the url of your wml file and press the submit button

File Name:

If you want to validate an error free WML file you can paste this address into the name field: http://www.w3schools.com/wap/demo_helloworld.wml

NOTE: If you get an error message saying "Access denied" when accessing this file, it is because your Internet Explorer security setting do not allow access across domains.

 

Compiling WML Code

http://www.w3schools.com/wap/tryit_wap.asp?file=demo_helloworld.wml

To test and compile your WML code, you can download the Nokia Mobile Internet Toolkit for free. The Nokia Mobile Internet Toolkit supports the complete WAP 2.0 specification, including XHTML and CSS.

If you place WML code on your IIS or Apache server, you don't need to compile it. This is a job for the WAP Gateway. Simply host your native WML code on your server.

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
目标检测(Object Detection)是计算机视觉领域的一个核心问题,其主要任务是找出图像中所有感兴趣的目标(物体),并确定它们的类别和位置。以下是对目标检测的详细阐述: 一、基本概念 目标检测的任务是解决“在哪里?是什么?”的问题,即定位出图像中目标的位置并识别出目标的类别。由于各类物体具有不同的外观、形状和姿态,加上成像时光照、遮挡等因素的干扰,目标检测一直是计算机视觉领域最具挑战性的任务之一。 二、核心问题 目标检测涉及以下几个核心问题: 分类问题:判断图像中的目标属于哪个类别。 定位问题:确定目标在图像中的具体位置。 大小问题:目标可能具有不同的大小。 形状问题:目标可能具有不同的形状。 三、算法分类 基于深度学习的目标检测算法主要分为两大类: Two-stage算法:先进行区域生成(Region Proposal),生成有可能包含待检物体的预选框(Region Proposal),再通过卷积神经网络进行样本分类。常见的Two-stage算法包括R-CNN、Fast R-CNN、Faster R-CNN等。 One-stage算法:不用生成区域提议,直接在网络中提取特征来预测物体分类和位置。常见的One-stage算法包括YOLO系列(YOLOv1、YOLOv2、YOLOv3、YOLOv4、YOLOv5等)、SSD和RetinaNet等。 四、算法原理 以YOLO系列为例,YOLO将目标检测视为回归问题,将输入图像一次性划分为多个区域,直接在输出层预测边界框和类别概率。YOLO采用卷积网络来提取特征,使用全连接层来得到预测值。其网络结构通常包含多个卷积层和全连接层,通过卷积层提取图像特征,通过全连接层输出预测结果。 五、应用领域 目标检测技术已经广泛应用于各个领域,为人们的生活带来了极大的便利。以下是一些主要的应用领域: 安全监控:在商场、银行
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值