Chapter 2. Introducing WML
IN THIS CHAPTER
This chapter introduces Wireless Markup Language (WML) by discussing its origins, functionality, and similarity to other common programming languages you may already know. This chapter also helps you get started developing your own WML code by showing you how to configure your Web server for WML content and how to view that content with several common devices and device emulators. Finally, we'll show you how to determine what kinds of applications are relevant to the special capabilities of WML, while covering basic development concepts, such as syntax and WML's particular card and deck ...
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