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Qeep
qeep is a social network for mobile phones. A License-free software, license-free application software, application, qeep was first released in betaware, beta in 2006. Initially meant for Java (programming language), Java mobile owners only, in 2011 the mobile social network launched an Android (operating system), Android version. As of fall 2015 there is also a client for the iPhone available. qeep can be downloaded free via the website. In addition, qeep's Android version is available for free at the Google Play Store (formerly known as Android Market) and for iOS at the App Store (iOS), Apple App Store. Any internet-ready mobile phone that supports at least Java MIDP 2.0, Android 2.3 or iOS 8 is qeep compatible. The application can work on over 1,000 different model phones and is available in 7 different languages: English, German, Spanish, Portuguese, French, Russian and Turkish since July 2012. History Green Lion mobile GmbH, qeep's parent company, was founded in the summer ...
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Android (operating System)
Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance and commercially sponsored by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. Most versions of Android are proprietary. The core components are taken from the Android Open Source Project (AOSP), which is free and open-source software (FOSS) primarily licensed under the Apache License. When Android is installed on devices, the ability to modify the otherwise free and open-source software is usually restricted, either by not providing the corresponding source code or by preventing reinstallation through technical measures, thus rendering the installed version proprietary. Most Android devices ship with additional ...
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Turn-based Game
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Photo Sharing
Image sharing, or photo sharing, is the publishing or transfer of digital photos online. Image sharing websites offer services such as uploading, hosting, managing and sharing of photos (publicly or privately). This function is provided through both websites and applications that facilitate the upload and display of images. The term can also be loosely applied to the use of online photo galleries that are set up and managed by individual users, including photoblogs. Sharing means that other users can view but not necessarily download images, and users can select different copyright options for their images. While photoblogs tend only to display a chronological view of user-selected medium-sized photos, most photo sharing sites provide multiple views (such as thumbnails and slideshows), the ability to classify photos into albums, and add annotations (such as captions or tags). Desktop photo management applications may include their own photo-sharing features or integration with ...
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Photoblog
A photoblog (or photolog) is a form of photo sharing and publishing in the format of a blog. It differs from a blog through the predominant use of and focus on photographs rather than text. Photoblogging (the action of posting photos to a photoblog) gained momentum in the early 2000s with the advent of the moblog and cameraphones. Construction There are three popular ways to host a photoblog. Photoblogs on individual domains, photoblogs on blogging hosting services such as WordPress or Blogger, and photoblogs on photo specific blogging services such as Fotolog or Flickr. The dynamic nature of blogs, including photoblogs compared to static sites means that blogs require some form of content management system (CMS) rather than being built mostly by hand. These content management systems usually provide the photoblog's authors with a web service that allows the creation and management of posts and the uploading of images. The CMS delivers webpages based on the data entered by the p ...
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Bit Rate
In telecommunications and computing, bit rate (bitrate or as a variable ''R'') is the number of bits that are conveyed or processed per unit of time. The bit rate is expressed in the unit bit per second (symbol: bit/s), often in conjunction with an SI prefix such as kilo (1 kbit/s = 1,000 bit/s), mega (1 Mbit/s = 1,000 kbit/s), giga (1 Gbit/s = 1,000 Mbit/s) or tera (1 Tbit/s = 1,000 Gbit/s). The non-standard abbreviation bps is often used to replace the standard symbol bit/s, so that, for example, 1 Mbps is used to mean one million bits per second. In most computing and digital communication environments, one byte per second (symbol: B/s) corresponds to 8 bit/s. Prefixes When quantifying large or small bit rates, SI prefixes (also known as metric prefixes or decimal prefixes) are used, thus: Binary prefixes are sometimes used for bit rates. The International Standard ( IEC 80000-13) specifies different a ...
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UMTS
The Universal Mobile Telecommunications System (UMTS) is a third generation mobile cellular system for networks based on the GSM standard. Developed and maintained by the 3GPP (3rd Generation Partnership Project), UMTS is a component of the International Telecommunication Union IMT-2000 standard set and compares with the CDMA2000 standard set for networks based on the competing cdmaOne technology. UMTS uses wideband code-division multiple access (W-CDMA) radio access technology to offer greater spectral efficiency and bandwidth to mobile network operators. UMTS specifies a complete network system, which includes the radio access network (UMTS Terrestrial Radio Access Network, or UTRAN), the core network (Mobile Application Part, or MAP) and the authentication of users via SIM (subscriber identity module) cards. The technology described in UMTS is sometimes also referred to as Freedom of Mobile Multimedia Access (FOMA) or 3GSM. Unlike EDGE (IMT Single-Carrier, based on GSM) and ...
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GPRS
General Packet Radio Service (GPRS) is a packet oriented mobile data standard on the 2G and 3G cellular communication network's global system for mobile communications (GSM). GPRS was established by European Telecommunications Standards Institute (ETSI) in response to the earlier CDPD and i-mode packet-switched cellular technologies. It is now maintained by the 3rd Generation Partnership Project (3GPP). GPRS is typically sold according to the total volume of data transferred during the billing cycle, in contrast with circuit switched data, which is usually billed per minute of connection time, or sometimes by one-third minute increments. Usage above the GPRS bundled data cap may be charged per MB of data, speed limited, or disallowed. GPRS is a best-effort service, implying variable throughput and latency that depend on the number of other users sharing the service concurrently, as opposed to circuit switching, where a certain quality of service (QoS) is guaranteed durin ...
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Short Message Service
Short Message/Messaging Service, commonly abbreviated as SMS, is a text messaging service component of most telephone, Internet and mobile device systems. It uses standardized communication protocols that let mobile devices exchange short text messages. An intermediary service can facilitate a text-to-voice conversion to be sent to landlines. SMS technology originated from radio telegraphy in radio memo pagers that used standardized phone protocols. These were defined in 1986 as part of the Global System for Mobile Communications (GSM) series of standards.GSM Doc 28/85 "Services and Facilities to be provided in the GSM System" rev2, June 1985 The first SMS message was sent on 3 December 1992, when Neil Papworth, a test engineer for Sema Group, sent "Merry Christmas" to the Orbitel 901 phone of colleague Richard Jarvis. SMS rolled out commercially on many cellular networks that decade and became hugely popular worldwide as a method of text communication. By the end of 2010, SMS ...
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Mobile Phone Features
A mobile phone feature is a capability, service, or application that a mobile phone offers to its users. Mobile phones are often referred to as feature phones, and offer basic telephony. Handsets with more advanced computing ability through the use of native code try to differentiate their own products by implementing additional functions to make them more attractive to consumers. This has led to great innovation in mobile phone development over the past 20 years. The common components found on all phones are: * A number of metal–oxide–semiconductor (MOS) integrated circuit (IC) chips. * A battery (typically a lithium-ion battery), providing the power source for the phone functions. * An input mechanism to allow the user to interact with the phone. The most common input mechanism is a keypad, but touch screens are also found in smartphones. * Basic mobile phone services to allow users to make calls and send text messages. * All GSM phones use a SIM card to allow an accoun ...
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Nokia
Nokia Corporation (natively Nokia Oyj, referred to as Nokia) is a Finnish multinational corporation, multinational telecommunications industry, telecommunications, technology company, information technology, and consumer electronics corporation, established in 1865. Nokia's main headquarters are in Espoo, Finland, in the greater Helsinki Greater Helsinki, metropolitan area, but the company's actual roots are in the Tampere region of Pirkanmaa.HS: Nokian juuret ovat Tammerkosken rannalla
(in Finnish)
In 2020, Nokia employed approximately 92,000 people across over 100 countries, did business in more than 130 countries, and reported annual revenues of around €23 billion. Nokia is a public limited company listed on the Helsinki Stock Exchange and New York Stock Exchange.
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