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3 smart features that may or may not be in Android O



The first mobile device that incorporated both communication and computing features was the Blackberry, which was introduced in 2002.5 After the Blackberry was brought to market, other handheld mobile devices were introduced. Perhaps most notably, in January 2007, Apple launched the first-generation iPhone.5 Subsequently, smartphones that run the Google Android operating system were introduced in October 2008.5 Because of the intuitive touch-screen user interfaces and advanced features and capabilities that the iPhone and Android smartphones offer, ownership of mobile devices has increased rapidly.12 In April 2010, Apple introduced a new innovation, the iPad tablet computer, which because of ease of use, portability, and a comparatively large screen was yet another transformative computing tool.5 The iPad ignited the tablet computer market.9 Tablets that run the Google Android operating system (Samsung Galaxy and others) were launched later that year, making the use of these mobile devices even more widespread.5




Android “O” may or may not have these 3 smart features



Without a doubt, medicine is one of the disciplines that has been profoundly affected by the availability of mobile devices.4 This is evident in many surveys of HCPs that reveal a high ownership rate of these tools, which HCPs use in both clinical practice and education.2 Smartphones and tablets have even replaced desktop systems as the preferred computing devices for HCPs who need fast access to information at the point of care.9


Prior to the development of mobile devices, these resources were mainly provided by stationary computers, which do not support the need for mobility in health care settings.7 In an attempt to address this need, some health care environments set up portable, wireless mobile information stations such as Computers on Wheels (COWs) or Workstations on Wheels (WOWs).7 With the availability of mobile devices, however, clinicians now have access to a wellspring of information at their fingertips, through their smartphones and tablets.10


There are a few core goals that we believe this guide shouldserve. These are the fundamental whys thatunderlie all of the individual rules. By bringing these ideas tothe fore, we hope to ground discussions and make it clearer to ourbroader community why the rules are in place and why particulardecisions have been made. If you understand what goals each rule isserving, it should be clearer to everyone when a rule may be waived(some can be), and what sort of argument or alternative would benecessary to change a rule in the guide.


When a header declares inline functions or templates that clients of theheader will instantiate, the inline functions and templates must also havedefinitions in the header, either directly or in files it includes. Do not movethese definitions to separately included header (-inl.h) files;this practice was common in the past, but is no longer allowed. When allinstantiations of a template occur in one .cc file, either becausethey're explicit or because the definition is accessible to onlythe .cc file, the template definition can be kept in that file.


For example, if two different projects have a classFoo in the global scope, these symbols maycollide at compile time or at runtime. If each projectplaces their code in a namespace, project1::Fooand project2::Foo are now distinct symbols thatdo not collide, and code within each project's namespacecan continue to refer to Foo without the prefix.


structs should be used for passive objects that carrydata, and may have associated constants. All fields must be public. Thestruct must not have invariants that imply relationships betweendifferent fields, since direct user access to those fields maybreak those invariants. Constructors, destructors, and helper methods maybe present; however, these methods must not require or enforce anyinvariants.


"Smart" pointers are classes that act like pointers,e.g., by overloading the * and-> operators. Some smart pointer typescan be used to automate ownership bookkeeping, to ensurethese responsibilities are met.std::unique_ptr is a smart pointer typewhich expresses exclusive ownershipof a dynamically allocated object; the object is deletedwhen the std::unique_ptr goes out of scope.It cannot be copied, but can be moved torepresent ownership transfer.std::shared_ptr is a smart pointer typethat expresses shared ownership ofa dynamically allocated object. std::shared_ptrscan be copied; ownership of the object is shared amongall copies, and the object is deleted when the laststd::shared_ptr is destroyed.


Almost every function declaration should have comments immediatelypreceding it that describe what the function does and how to useit. These comments may be omitted only if the function is simple andobvious (e.g., simple accessors for obvious properties of the class).Private methods and functions declared in `.cc` files are not exempt.Function comments should be written with an implied subject ofThis function and should start with the verb phrase; for example,"Opens the file", rather than "Open the file". In general, these comments do notdescribe how the function performs its task. Instead, that should beleft to comments in the function definition.


If you find yourself modifying code that was writtento specifications other than those presented by thisguide, you may have to diverge from these rules in orderto stay consistent with the local conventions in thatcode. If you are in doubt about how to do this, ask theoriginal author or the person currently responsible forthe code. Remember that consistency includeslocal consistency, too.


A mobile operating system is an operating system for smartphones, tablets, smartwatches, smartglasses, or other non-laptop personal mobile computing devices. While computers such as typical laptops are "mobile", the operating systems used on them are generally not considered mobile ones, as they were originally designed for desktop computers that historically did not have or need specific mobile features. This line distinguishing mobile and other forms has become blurred in recent years, due to the fact that newer devices have become smaller and more mobile unlike hardware of the past. Key notabilities blurring this line are the introduction of tablet computers and light-weight laptops and the hybridization of the two in 2-in-1 PCs.


Mobile operating systems have majority use since 2017 (measured by web use); with even only the smartphones running them (excluding tablets) having majority use, more used than any other kind of device.[2] Thus traditional desktop OS is now a minority-used kind of OS; see usage share of operating systems. However, variations occur in popularity by regions, while desktop-minority also applies on some days in countries such as United States and United Kingdom.


KaiOS is from Kai. It is based on Firefox OS/Boot to Gecko. Unlike most mobile operating systems which focus on smartphones, KaiOS was developed mainly for feature phones, giving these access to more advanced technologies usually found on smartphones, such as app stores and Wi-Fi/4G capabilities.[136]


Other than the major mobile operating systems from the major tech companies, some companies such as Huami (Amazfit), Huawei, realme, TCL, and Xiaomi have developed their own proprietary RTOSes specifically for their own smartbands and smartwatches that are designed to be power efficient and low battery consumption and are not based on Android or Linux Kernel.


According to StatCounter web use statistics (a proxy for all use), smartphones (alone without tablets) have majority use globally, with desktop computers used much less (and Android, in particular, more popular than Windows).[183] Use varies however by continent with smartphones way more popular in the biggest continents, i.e. Asia, and the desktop still more popular in some, though not in North America.


On October 22, 2016 (and subsequent weekends), mobile showed majority.[191] Since October 27, the desktop hasn't shown majority, not even on weekdays. And smartphones alone have showed majority since December 23 to the end of the year, with the share topping at 58.22% on Christmas Day.[192] To the "mobile"-majority share then of smartphones, tablets could be added giving a 63.22% majority. While an unusually high top, a similarly high also happened on Monday April 17, 2017, with then only smartphones share slightly lower and tablet share slightly higher, with them combined at 62.88%.


According to a StatCounter November 1, 2016 press release[update], the world has turned desktop-minority;[193] at about 49% desktop use for the previous month, but mobile wasn't ranked higher, tablet share had to be added to it to exceed desktop share. By now, mobile (smartphones) have full majority, outnumbering desktop/laptop computers by a safe margin (and no longer counting tablets with desktops makes them most popular).


A tablet computer, commonly shortened to tablet, is a mobile device, typically with a mobile operating system and touchscreen display processing circuitry, and a rechargeable battery in a single, thin and flat package. Tablets, being computers, do what other personal computers do, but lack some input/output (I/O) abilities that others have. Modern tablets largely resemble modern smartphones, the only differences being that tablets are relatively larger than smartphones, with screens 7 inches (18 cm) or larger, measured diagonally,[1][2][3][4] and may not support access to a cellular network. Unlike laptops which have traditionally run off operating systems usually designed for desktops, tablets usually run mobile operating systems, alongside smartphones.


The tablet computer and its associated operating system began with the development of pen computing.[10] Electrical devices with data input and output on a flat information display existed as early as 1888 with the telautograph,[11] which used a sheet of paper as display and a pen attached to electromechanical actuators. Throughout the 20th century devices with these characteristics have been imagined and created whether as blueprints, prototypes, or commercial products. In addition to many academic and research systems, several companies released commercial products in the 1980s, with various input/output types tried out. 2ff7e9595c


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