Symbian OS C++ for Mobile Phones Volume 3 (Paperback) (Symbian OS C++ 行動電話應用程式開發 第三卷 (平裝本))

Richard Harrison, Mark Shackman

  • 出版商: Wiley
  • 出版日期: 2007-08-06
  • 定價: $2,980
  • 售價: 5.0$1,490
  • 語言: 英文
  • 頁數: 834
  • 裝訂: Paperback
  • ISBN: 0470066415
  • ISBN-13: 9780470066416
  • 相關分類: C++ 程式語言
  • 立即出貨(限量) (庫存=4)

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Description

Richard Harrison’s existing books are the bestsellers in the Symbian Press Portfolio.  His latest book, co-written with Mark Shackman is the successor to "Symbian OS C++ for Mobile Phones" Volumes One and Two. Written in the same style as the two previous volumes, this is set to be another gem in the series. 

The existing material from the volumes will be combined, with explanations and example code updated to reflect the introduction of Symbian OS v9.  New and simplified example application will be introduced, which will be used throughout the book.  The reference and theory section in particular sets this book apart from the competition and complements other books being proposed at this time.

Anyone looking for a thorough insight into Symbian OS C++ before moving onto specialize on particular Symbian OS phones need this book!  It will not teach people how to program in C++, but it will reinforce the techniques behind developing applications in Symbian OS C++, and more.

This innovative new book covers Symbian OS fundamentals, core concepts and UI.

Key highlights include:

  • A quick guide to Kernel
  • Platform security
  • Publishing Applications
  • View Architecture
  • Multi-User games

Table of Contents

About the Authors.

Acknowledgements.

Symbian Press Acknowledgments.

About this book.

Glossary.

1 Getting Started.

1.1 Using the Emulator.

1.2 Hello World – Text Version.

Summary.

2 A System Introduction to Symbian OS.

2.1 Symbian OS Basics.

2.2 Framework Basics.

2.3 APIs Covered in this Book.

Summary.

3 Symbian OS C++.

3.1 Fundamental Data Types.

3.2 Naming Conventions.

3.3 Functions.

3.4 APIs.

3.5 Templates.

3.6 Casting.

3.7 Classes.

3.8 Design Patterns.

Summary.

4 Objects – Memory Management, Cleanup and Error Handling.

4.1 Object Creation and Destruction.

4.2 Class Categories in Symbian OS.

4.3 Error Handling.

4.4 The Cleanup Stack.

4.5 Two-Phase Construction.

Summary.

5 Descriptors.

5.1 Overview.

5.2 Anatomy of Descriptors.

5.3 Literals.

5.4 Stack Descriptors.

5.5 Pointer Descriptors.

5.6 Heap Descriptors.

5.7 Narrow, Wide and Neutral Descriptors.

5.8 Descriptors and Binary Data.

5.9 Using Descriptors with Methods.

5.10 Some Descriptor Operations.

5.11 Correct Use of Descriptors.

5.12 Manipulating Descriptors.

Summary.

6 Active Objects.

6.1 The Asynchronous Service.

6.2 Multitasking and Pre-emption.

6.3 A More In-depth Look at Active Objects.

6.4 How It Works.

6.5 Active Object Priorities.

6.6 Active Object Cancellation.

6.7 Starting and Stopping the Scheduler.

6.8 Understanding a Stray Signal.

6.9 Other Common Active Object Errors.

6.10 Implementing State Machines.

6.11 Long-Running Tasks and Active Objects.

Summary.

7 Files and the File System.

7.1 File-Based Applications.

7.2 Drives and File Types.

7.3 File System Services.

7.4 Streams.

7.5 Stores.

Summary.

8 Interprocess Communication Mechanisms.

8.1 Overview.

8.2 Client–server IPC.

8.3 Publish and Subscribe IPC.

8.4 Message Queue IPC.

8.5 Which IPC Mechanism Should You Use?

Summary.

9 Platform Security and Publishing Applications.

9.1 Releasing an Application.

9.2 How Does Platform Security Work?

9.3 How Do I Support Platform Security?

9.4 Preparing an Application for Distribution.

9.5 Overview of Symbian Signed.

9.5 Installing a SIS File.

9.6 List of Capabilities.

Summary.

10 Debugging and the Emulator.

10.1 Using the Emulator.

10.2 Emulator Debugging.

10.3 Debugging on a Phone.

10.4 Miscellaneous Tools.

Summary.

11 The Application Framework.

11.1 Symbian OS Application Framework.

11.2 S60 and UIQ Platform Application Frameworks.

11.3 A Graphical Hello World.

Summary.

12 A Simple Graphical Application.

12.1 Implementing the Game on S60.

12.2 Differences for UIQ 3.

Summary.

13 Resource Files.

13.1 Why a Symbian-Specific Resource Compiler?

13.2 Source File Syntax.

13.3 Bitmaps and Icons.

13.4 Updating the Resource Files.

13.5 Application Registration Files.

13.6 Localizable Strings.

13.7 Multiple Resource Files.

13.8 Compiling a Resource File.

13.9 The Content of a Compiled Resource File.

13.10 Reading Resource Files.

Summary.

14 Views and the View Architecture.

14.1 The View Architecture.

14.2 The MCoeView Interface.

14.3 Introduction to the Example Application.

14.4 Creating and Managing the Views.

14.5 Implementing the MCoeView Interface.

14.6 Command Menus.

Summary.

15 Controls.

15.1 What Is a Control?

15.2 Control Types.

15.3 Control Layout.

15.4 Handling Key and Pointer Events.

15.5 Observing a Control.

15.6 Drawing a Control.

15.7 Backed-up Windows.

15.8 Backed-up-Behind Windows.

15.9 Dimmed and Invisible Controls.

Summary.

16 Dialogs.

16.1 What Is a Dialog?

16.2 Simple Dialogs.

16.3 Complex Dialogs.

16.4 Single-Page Dialogs.

16.5 Multi-Page Dialogs.

16.6 Dialog APIs.

16.7 Stock Controls for Dialogs.

16.8 Custom Controls in Dialogs.

Summary.

17 Graphics for Display.

17.1 Drawing Basics.

17.2 The CGraphicsContext API.

17.3 Drawing and Redrawing.

17.4 Drawing Controls.

17.5 Sharing the Screen.

17.6 Support for Drawing in CCoeControl.

17.7 Special Effects.

17.8 Window Server Features.

17.9 Device- and Size-Independent Graphics.

Summary.

18 Graphics for Interaction.

18.1 Key, Pointer and Command Basics.

18.2 User Requirements for Interaction.

18.3 Some Basic Abstractions.

18.4 Processing Key Events.

18.5 Processing Pointer Events.

18.6 Window Server and Control Environment APIs.

Summary.

19 Plug-ins and Extensibility.

19.1 System Services.

19.2 What Is a Plug-in?

19.3 The ECOM Library.

19.4 Plug-ins in Symbian OS.

Summary.

20 Communications and Messaging Services.

20.1 Communications in Noughts and Crosses.

20.2 Communication Between Controller and Transport.

20.3 Serial Communications.

20.4 Socket-based Communications.

20.5 Messaging.

20.6 Security.

Summary.

21 Multimedia.

21.1 The Multimedia Framework.

21.2 The Image Conversion Library.

21.3 Camera API.

21.4 Tuner API.

Summary.

22 Introduction to SQL RDBMS.

22.1 Overview of RDBMS.

22.2 SQL Basics.

22.3 Symbian SQL Server Component Architecture.

22.4 Symbian SQL Error Codes.

Summary.

Appendix: Developer Resources.

References.

Index.

商品描述(中文翻譯)

描述

Richard Harrison的現有書籍是Symbian Press Portfolio中的暢銷書籍。他與Mark Shackman合著的最新書籍是《Symbian OS C++ for Mobile Phones》第一卷和第二卷的繼任者。這本書以與前兩卷相同的風格撰寫,預計將成為這個系列中的另一個寶石。

這本書將結合來自前兩卷的現有材料,並根據Symbian OS v9的引入更新解釋和示例代碼。將引入新的簡化示例應用程序,並在整本書中使用。特別是參考和理論部分使這本書與競爭產生區別,並與此時提出的其他書籍相輔相成。

在專注於特定Symbian OS手機之前,任何想要深入了解Symbian OS C++的人都需要這本書!它不會教人們如何在C++中編程,但它將強化在Symbian OS C++中開發應用程序的技巧,以及更多其他方面。

這本創新的新書涵蓋了Symbian OS的基礎知識、核心概念和UI。

主要亮點包括:
- 快速指南到Kernel
- 平台安全性
- 發布應用程序
- 視圖架構
- 多用戶遊戲

目錄

關於作者
致謝
Symbian Press致謝
關於本書
詞彙表
1. 入門
1.1 使用模擬器
1.2 Hello World - 文本版本
總結
2. Symbian OS系統介紹
2.1 Symbian OS基礎知識
2.2 框架基礎知識
2.3 本書涵蓋的API
總結
3. Symbian OS C++
3.1 基本數據類型
3.2 命名慣例
3.3 函數
3.4 API
3.5 模板
3.6 轉換
3.7 類
3.8 設計模式
總結
4. 對象 - 內存管理、清理和錯誤處理
4.1 對象的創建和銷毀
4.2 Symbian OS中的類別別
4.3 錯誤處理
4.4 清理堆棧
4.5 兩階段構造
總結
5. 描述符
5.1 概述
5.2 描述符的結構
5.3 文字常量
5.4 堆棧描述符
5.5 指針描述符
5.6 堆描述符
5.7 窄、寬和中性描述符
5.8 描述符和二進制數據
5.9 使用描述符的方法
5.10 一些描述符操作
5.11 正確使用描述符
5.12 操作描述符
總結
6. 主動對象
6.1 異步服務
6.2 多任務和抢占
6.3 一個Mo