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Handheld Device Markup Language

Handheld Device Markup Language is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Handheld Device Markup Language rather than just read about it. In short: The Handheld Device Markup Language (HDML) is a markup language intended for display on handheld computers, information appliances, smartphones, etc.. It is similar to HTML, but for wireless and handheld devices with small displays, like PDA, mobile phones and so on.

Handheld Device Markup Language — main illustration
Handheld Device Markup Language — illustration

Key takeaways

  • Handheld Device Markup Language belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Handheld Device Markup Language to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Handheld Device Markup Language from memory before moving on to harder problems.

Reference excerpt

The Handheld Device Markup Language (HDML) is a markup language intended for display on handheld computers, information appliances, smartphones, etc.. It is similar to HTML, but for wireless and handheld devices with small displays, like PDA, mobile phones and so on. It was originally developed in about 1996 by Unwired Planet, the company that became Phone.com and then Openwave. HDML was submitted to W3C for standardization, but was not turned into a standard. Instead it became an important influence on the development and standardization of WML, which then replaced HDML in practice. Unlike WML, HDML has no support for scripts.

See also Wireless Application Protocol List of document markup languages Comparison of document markup languages

References

Illustrations

Handheld Device Markup Language illustration

Worked examples

Example 1 — a first encounter with Handheld Device Markup Language

Start with the simplest possible case. Write down what Handheld Device Markup Language claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Handheld Device Markup Language before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Handheld Device Markup Language ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Handheld Device Markup Language

In research
Handheld Device Markup Language appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Handheld Device Markup Language in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Handheld Device Markup Language is common in secondary-school and first-year university syllabi. It links to neighbouring topics Internet properties established in 1996, Markup language stubs, Markup languages, so understanding it makes those chapters shorter.
In everyday life
Look for Handheld Device Markup Language outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Handheld Device Markup Language in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Handheld Device Markup Language means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Handheld Device Markup Language out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Handheld Device Markup Language in simple terms?

The Handheld Device Markup Language (HDML) is a markup language intended for display on handheld computers, information appliances, smartphones, etc.. It is similar to HTML, but for wireless and handheld devices with small displays, like PDA, mobile phones and so on.

Why does Handheld Device Markup Language matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Handheld Device Markup Language?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Handheld Device Markup Language.

Tags

  • Internet properties established in 1996
  • Markup language stubs
  • Markup languages
  • Mobile web

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