DescriptionBased on the authors' experiences in developing and teaching Symbian OS, this practical guide is perfect for programmers and provides a series of example-based scenarios that show how to develop Symbian applications.
- Exercises walk the reader through the initial development of a console-based card game engine to a graphical user interface(GUI)-based, two player blackjack game operating over a Bluetooth connection between two mobile phones
- Addresses how Symbian offers a number of different variants to allow for different user interfaces and screen savers - the most prevalent of these is S60
- Discusses how the move toward 3G technology has resulted in an increasing need for mobile application development for S60 devices.
About the Authors.
Symbian Press Acknowledgements.
Glossary of Terms.
1 Introduction to Mobile-Phone Systems.
1.1 Wireless Technologies.
1.2 Cellular Systems.
1.3 Elements of a Mobile-Phone System.
1.4 Keeping Users’ Calls Separate.
1.5 Multipath Propagation.
1.6 2G Mobile-Phone Systems.
1.7 GPRS Systems.
1.8 3G Mobile-Phone Systems.
1.9 IP Multimedia Subsystem.
1.10 Mobile-Phone Hardware.
2 Introduction to Symbian OS.
2.1 The Development of Symbian OS.
2.2 Symbian OS User Interfaces.
2.3 Coding Idioms.
2.4 Tool Chains.
3 The Console Application.
3.1 Creating a Console Application.
3.2 CBase Classes.
3.3 Protecting Memory.
3.4 Putting It Into Practice: An Engine for a Simple Card Game.
4 A GUI Application.
4.1 The Structure of a Symbian OS Application.
4.4 Simple Graphics.
4.5 Bitmap Images.
4.6 Observer Mixin Classes.
4.7 Handling User Input.
4.8 Putting It Into Practice: Creating a GUI-based Card Game.
5 Storing Data.
5.1 Resource File Header.
5.3 CBA Buttons.
5.4 Changing the Application Title.
5.7 Files, Streams and Stores.
5.8 Putting It Into Practice: Saving Your Name and High Score.
6 Complex Interfaces.
6.1 Multiple View Applications.
6.2 Dynamic Menus.
6.3 Advanced Graphics.
6.4 Putting It Into Practice: The Blackjack Game.
6.5 Getting Your Application Onto a Phone.
7.1 Active Objects.
7.2 Serial Communications.
7.3 Text Messaging.
7.4 Socket Communications.
7.5 Infrared Communications.
7.6 Bluetooth Communications.
7.7 Putting It Into Practice: A Bluetooth Messaging Application.
8 Routes to Market.
8.1 Testing an Application.
8.2 Quality Assurance.
8.3 Symbian Signed Software.
8.6 Digital Rights Management.
Appendix A Web Resources.
Appendix B Specifications of Phones Based on S60 for Symbian OS.