Learning

Symbian OS C++ for Mobile Phones, Volume 1

Professional Development on Constrained Devices

By Richard Harrison, Symbian

Table of contents

Section 1

1 Getting started

Text-based 'Hello World!'
Basics of building and running
The emulator

2 System structure

Hardware resources
Software basics
Event handling
APIs
How applications use APIs

3 C++ and OO

Fundamental types
Naming conventions
Functions
APIs
Templates
Casting
Classes
Design patterns
Class diagrams and UML

4 A simple graphical application

Introducing an 'engine'
View management

5 Strings and descriptors

Strings and memory
Modifying strings
Standard descriptor functions
More text APIs
Unicode
Binary data

Error handling and cleanup

What kinds of error?
Handling OOM errors
Summary of cleanup rules
C and T classes
R classes
User errors
More on panics
Testing engines and libraries
Comparisons with other systems

7 Resource files

Summary of processing and file types
Punctuation rules
Why a Symbian OS-specific resource compiler
Conservative .rsg Update
Multiple resource files

8 Basic APIs

The key Symbian OS APIs

Section 2

9 Stand alone applications

Walk-through of complete file-based application
Introduces an engine and persistent data

10 Dialogs and controls

Introducing dialogs
Some simple dialogs
Dialog APIs
Stock controls for dialogs
Standard Dialogs

11 Graphics for display

Basics
The CGraphicsContext API
Drawing and redrawing
Flicker-free redraw
Sharing the screen
CCoeControl's support for drawing
Special effects

12 Graphics for interaction

Key, pointer and command basics
Interaction in dialogs
Key processing
Pointer processing
More on Window server and CONE APIs
GUI system design

13 Streams, stores and file-based applications

The application architecture
Introducing the APIs
The file server
The streams program
Streams
Stores
Types of store
Dictionary stores and .ini files

14 Finishing touches

Packaging for installation
Adding bitmaps
Adding an icon
Adding help
Making your app installable
Application certification
Summary of tools

15 The quest for device independence

Problems associated with supporting different screen formats and other resources
Device-dependent drawing
The GDI
Device-independent code/porting between devices

Section 3

16 A multi-user application

Beginnings, a single user implementation
Two (or more) players, multiple engines
Adding communications, SMS, Bluetooth® wireless technology

17 Active objects

A simple active object
How it works
Active object patterns

18 Client-server framework

Performance
Servers and threads
The Client-Server APIs

19 The GSDP Server

Software structure
The Client interface
The Server implementation

20 GDP Implementations

Tasks, states and state machines
SMS implementation
Bluetooth® implementation

Appendices

Example projects
Developer resources
TOGS guide and reference
Emulator reference

 
book

Book facts

  • Author: Richard Harrison
  • Published by Symbian Press
  • Publication date: April 2003
  • 750 pages
  • ISBN 0-470-85611-4

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