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UIQ3 is a major tool to help programmers grasp the new features in UIQ3, and also to explain and simplify the processes necessary when porting from UIQ2 to UIQ3, and from other platforms. After a brief introduction and history of UIQ, the book explains the key new features of UIQ3.
UIQ3 is a major tool to help programmers grasp the new features in UIQ3, and also to explain and simplify the processes necessary when porting from UIQ2 to UIQ3, and from other platforms. After a brief introduction and history of UIQ, the book explains the key new features of UIQ3. The SDK is introduced and the reader is taken from a simple 'Hello World' program through the application components of UIQ using helpful examples. Additional functionality such as Comms is covered as well as optimisation, deployment and signing. The book progresses on to portray porting, covering UIQ2, Series 60, Windows Mobile and Palm OS. Necessary steps will be explained and examples used to provide a worked example from each source environment. UIQ3 provides a single comprehensive resource, which will enable programmers to get up to speed and working on the platform quickly.
|Publisher||John Wiley & Sons Ltd|
|Published in||United Kingdom|
Foreword - Peter Molin, Chief Technology Officer, UIQ Technology.
Foreword - Mats Blomberg, Manager, Software Strategy, Sony Ericsson CTO Office.
About the Authors.
About this Book.
1.1 A Little History.
1.2 About UIQ Technology.
1.3 Overview of UIQ 3.
1.4 UIQ 3 Application Suite.
1.5 Technologies and Features in the UIQ Platform.
1.6 UIQ 3 Development Platform.
1.7 UIQ Ecosystem.
2. Chapter 2 UIQ 3 Basics.
1.8 UI Configuration.
1.9 Building Blocks and Layout Manager.
1.10 Layout Managers.
2.4 UIQ 3 Operational Model.
2.5 View Layout Construction.
2.6 Changes from UIQ 2.1 to UIQ 3.
2.7 Changes from UIQ 3.0 to UIQ 3.1.
2.8 UIQ 3.2.
3. Quick Start.
1.12 Development Environment .
1.13 The QuickStart Example.
1.14 Building from the Command Line.
1.15 Running on the Emulator.
1.16 Packaging for the Phone.
1.17 Using Carbide.c++.
4. Symbian OS Essentials.
4.1. What this Chapter Covers.
4.2. Symbian OS Versions.
4.3. Symbian OS Code Conventions.
4.4. Symbian OS Class Types.
4.5. Leaves and the Cleanup Stack.
4.6. Panics, Assertions and Leaves Compared.
4.7. Construction and Destruction.
4.8. Descriptors: Symbian OS Strings.
4.11 Active Objects and Threads.
4.12 The Client-Server Framework.
5. Understanding User Interface Components.
5.1 Controls and Windows.
5.2 The Control Environment.
5.3 Views and the View Server.
5.4 Anatomy of the Screen.
6. List Boxes.
6.1 ListView1 Application.
7. Commands &
7.1 Commands Overview.
7.2 Commands1 Example Application.
7.4 Further information.
8. Layout Managers and Building Blocks.
8.1 Layout Managers.
8.2 Building Blocks.
9. Chapter 9 Views and Dialogs.
9.2 Working with Views.
9.3 Views and Dialogs.
10. Building An Application.
10.1 Symbian Signed.
10.2 Starting Our Project: SignedAppPhase1.
10.4 Building your Application for Deployment.
11.2 Symbian Signed Requirements.
11.4 Alternative Image Support: CqikContent.
11.6 Multimedia Framework (MMF).
11.9 Tuner API.
12.1 Communications Technologies.
12.2 Symbian OS Communications Architecture.
12.4 Bluetooth Technology.
12.5 HyperText Transfer Protocol.
12.6 Messaging Architecture.
12.7 The Send As Interface.
13. Refining Your Application.
13.1 Application Localization: Language.
13.3 Application Performance.
13.4 Other Considerations.
14. Symbian Signed.
14.1 Introduction to Symbian Signed.
14.2 Application Origin.
14.4 Routes to Symbian Sign Your Application.
14.5 Procedural Impact.
14.6 Getting Started with Symbian Signed.
14.7 Submission and Compliance Criteria.
14.8 Symbian Signed Test Criteria.
14.9 Lessons Learned.
15. Testing, Debugging and Deploying.
15.1 Back to Basics.
16. Porting Applications.
16.1 Where to Start.
16.2 The Aims of Porting.
16.3 General Porting Considerations.
16.4 General Porting Techniques.
16.5 Porting from a Standard C/POSIX Style Environment.
16.6 Porting from Palm OS and Windows Mobile.
16.7 Porting from S60 3rd Edition.
17. Further Resources.
17.1 Wiki Site.
17.2 Developer Resources.