diff -r 80ef3a206772 -r 48780e181b38 Symbian3/SDK/Source/GUID-301E5FAA-A1C3-4FD7-9D84-DAA61C66981B.dita
--- a/Symbian3/SDK/Source/GUID-301E5FAA-A1C3-4FD7-9D84-DAA61C66981B.dita Fri Jul 16 17:23:46 2010 +0100
+++ b/Symbian3/SDK/Source/GUID-301E5FAA-A1C3-4FD7-9D84-DAA61C66981B.dita Tue Jul 20 12:00:49 2010 +0100
@@ -9,267 +9,261 @@
-->
- The tutorial shows you how to get the development tools (e.g. IDE) and
-set up your development environment. It then shows you how to create a skeleton
-application using Carbide.c++ and UI designer, and how to get it up and running
-on both the The tutorial shows you how to get the development tools (e.g. IDE)
+and set up your development environment. It then shows you how to
+create a skeleton application using Carbide.c++ and UI designer, and
+how to get it up and running on both the Comes with Code: Assuming your computer meets
-the Perl. See the Assuming your
+computer meets the Perl. See the For help installing the SDK please refer to the You can now
-create your first application using the Carbide.c++ project wizard, as the
-following sections will describe. The
-Carbide.c++ IDE is installed as part of the free Carbide.c++ is launched from the Windows Start button: All
-Programs | Symbian Foundation ADT v<ADTVersion> | Carbide.c++
-| Carbide.++ v<CarbideVersion>. On start, you will be
-prompted to select a workspace directory. The workspace directory contains
-any projects you’ve already created in the workspace and their common settings
-- such as code-formatting options (you can define multiple workspaces in order
-to separate completely different tasks). If this is the first time you've
-run Carbide.c++ the workspace will be empty. If you installed the SDK to drive Once Carbide.c++ has started, close the Welcome tab (by clicking
-the cross shown circled in red below) to see the default workspace. For help installing the SDK please refer to the You
+can now create your first application using the Carbide.c++ project
+wizard, as the following sections will describe. The Carbide.c++ IDE is installed as part of
+the free Carbide.c++ is launched from the
+Windows Start button: All Programs | Symbian Foundation
+ADT v<ADTVersion> | Carbide.c++ | Carbide.++ v<CarbideVersion>. On start, you will be prompted
+to select a workspace directory. The workspace directory contains
+any projects you’ve already created in the workspace and their common
+settings - such as code-formatting options (you can define multiple
+workspaces in order to separate completely different tasks). If this
+is the first time you've run Carbide.c++ the workspace will be empty. If you installed the SDK to drive Once Carbide.c++ has started, close the Welcome tab (by clicking the cross shown circled in red below) to see the default
+workspace. To launch the Carbide.c++ Create New Project Wizard select: File
-| New | Symbian OS C++ Project. Choose the GUI Application with
-UI Designer application template (see S60 section). This template creates
-a runnable GUI application with the UI Designer tool enabled (the UI
-Designer allows views to be created "visually" by drag & dropping
-standard UI components). The Next page of the wizard is "New Symbian OS C++ Project".
-Define the project name - in this case "HelloWorld". Once again, make sure
-the project directory is on the same drive as the SDK and does not contain
-spaces or other special characters. The Next page of the wizard is "Symbian OS SDKs". Choose
-the SDK(s) you want to use for building the project from among those installed
-to your PC (You can add more SDKs to your project later on). This should include
-a By default all build configurations will be selected: To launch the Carbide.c++ Create New Project
+Wizard select: File | New | Symbian OS C++ Project. Choose the GUI Application with UI Designer application
+template (see S60 section). This template creates a runnable GUI application
+with the UI Designer tool enabled (the UI Designer allows
+views to be created "visually" by drag & dropping standard UI
+components). The Next page of the wizard is "New Symbian OS
+C++ Project". Define the project name - in this case "HelloWorld".
+Once again, make sure the project directory is on the same drive as
+the SDK and does not contain spaces or other special characters. The Next page of the wizard is "Symbian OS SDKs". Choose the SDK(s) you want to use for building the project from
+among those installed to your PC (You can add more SDKs to your project
+later on). This should include a By default all build configurations will be selected:
+ Emulator Debug (WINSCW) builds binaries for the Windows-hosted
emulator. Phone Debug | Release (GCCE) builds binaries for the phone using
-the (free) GCCE compiler that was installed with the Phone Debug | Release (ARMV5) builds binaries for the phone
-using the Most developers should simply de-select the ARMV5 options above as
-shown (the Emulator is needed by all developers, and GCCE is sufficient for
-most third-party development). The Next page of the wizard
-sets the "Application properties". Keep the default values. The Baseline SDK defines the common
-compatibility level of your application. For example, if set to the S60
-5th Edition SDK, the UI designer doesn’t let you add elements that are
-only available in later S60 5th Edition, Feature Pack 1+ SDKs and devices.
- The Next page of the wizard allows you to choose an S60 UI
-design. Keep the Empty user interface variant. The Next page
-of the wizard "Container Name and Type" has default values that are
-usually acceptable. The Finish button is active
-in this page. The next page is optional but for the purposes of this tutorial
-you should click Next, rather than Finish. Even though our application will only use one view, it’s usually
-better to check "Support View Switching", in order to make the application
-easier to extend later on. The Next page of the wizard "Basic
-Settings" can be used to customize the project with your name and a copyright
-notice for every human-readable file. It also allows you to specify the application
-unique identifier ( The UID (actually the Carbide.c++ generates
-a random UID value for you starting with ‘0xE’, which is the range of UIDs
-reserved for internal development and testing. If you want to release your
-application to the public, you need to get your own unique UID allocated by As we do not intend to release our Hello World application to the
-public, we’ll simply continue to use the value Carbide.c++ assigned us from
-the development range (you can change the UID later on, although you must
-be careful to change every instance of it found within your project - see Select Finish to
-close the wizard and create your application (there is no need to go to the Next (last)
-page of the wizard as the default values are always acceptable). That's
-it, your workspace should look similar to the screenshot below. Phone Debug | Release (GCCE) builds binaries for the
+phone using the (free) GCCE compiler that was installed with the Phone Debug | Release (ARMV5) builds binaries for the
+phone using the Most developers should simply de-select the ARMV5 options
+above as shown (the Emulator is needed by all developers, and GCCE
+is sufficient for most third-party development). The Next page of the wizard sets the "Application properties". Keep the default values. The Baseline SDK defines
+the common compatibility level of your application. For example, if
+set to the S60 5th Edition SDK, the UI designer doesn’t let
+you add elements that are only available in later S60 5th Edition,
+Feature Pack 1+ SDKs and devices. The Next page of
+the wizard allows you to choose an S60 UI design. Keep the Empty user interface variant. The Next page of the wizard
+"Container Name and Type" has default values that are usually
+acceptable. The Finish button is active
+in this page. The next page is optional but for the purposes of this
+tutorial you should click Next, rather than Finish.
+ Even though our application will only use one view, it’s
+usually better to check "Support View Switching", in order to make
+the application easier to extend later on. The Next page of the wizard "Basic Settings" can be used to customize
+the project with your name and a copyright notice for every human-readable
+file. It also allows you to specify the application unique identifier
+( The UID (actually the Carbide.c++
+generates a random UID value for you starting with ‘0xE’, which is
+the range of UIDs reserved for internal development and testing. If
+you want to release your application to the public, you need to get
+your own unique UID allocated by As we do not intend to release our Hello World application
+to the public, we’ll simply continue to use the value Carbide.c++
+assigned us from the development range (you can change the UID later
+on, although you must be careful to change every instance of it found
+within your project - see Select Finish to close the wizard and create your application
+(there is no need to go to the Next (last) page of the wizard
+as the default values are always acceptable). That's it, your
+workspace should look similar to the screenshot below. Normally you'll start by building for the emulator;
-you can use the emulator for most of your development work (it is possible
-to access the Internet through the emulator, and even simulate GPS). Building
-for the Emulator First set the active build configuration. You can do this by clicking
-the Manage configurations for the current project icon
-
+
+a Project
-
Building for the Emulator
First set the active build configuration. You can do this by
+clicking the Manage configurations for the current project icon
Then build the current configuration using the Build icon
Warning: If you get an error message similar to "WARNING: EPOCROOT -does not specify an existing directory", you did not place your workspace/project -on the same drive as the application development SDK (which is installed by -default to C:\). Delete the project and start again. The diagram shows how -this might appear in Carbide.c++:
Running on the Emulator
If your application built
-successfully, click on the Run button
Then build the current configuration using the Build icon
Warning: If you get an error message similar to "WARNING: +EPOCROOT does not specify an existing directory", you did not place +your workspace/project on the same drive as the application development +SDK (which is installed by default to C:\). Delete the project and +start again. The diagram shows how this might appear in Carbide.c++:
Running on the Emulator
If your application
+built successfully, click on the Run button
If you choose HelloWorld.exe, the emulator will be launched -and your application started automatically. The emulator will close once you -exit your application.
If you choose Emulator the emulator (epoc.exe) will be launched -and you will need to navigate to the application and start it by clicking -on the icon (just as you do when starting an application on a device). We’ll -explain how to find the application shortly.
It may sound more difficult to choose the second method, but it has -some advantages. You can leave the emulator running if you are only doing -small edits in your source code – simply close your application in the emulator, -recompile and restart your app through the emulator’s menu. You’ll also see -any error messages that may be shown when you exit the application, because -the emulator will not shut down instantly after you exit Hello World in the -emulator. Those error messages are also visible in Carbide.c++’s console window. -
When the emulator starts for the first time you might have to wait -for several minutes before it is completely ready for use. Successive starts -will be a lot faster, because Windows caches most of the emulator DLLs.
If you decide to launch the emulator and navigate to your application: First, -open the menu through the S60 menu symbol on the bottom left of the -screen. Your own application will be located at the bottom of the Applications folder; -use your mouse to navigate in the emulator’s menus.
When you launch -your application, the main pane will be empty. As you can see, the example -application the wizard has created already supports a full user interface -and handles input from the left and right softkeys at the bottom of the screen.
Debugging on the Emulator
The Emulator is the
-default debug target - you simply click the Debug button
Debugging on the Emulator is not covered further in this -tutorial. See Carbide.c++ User Guide > Debugging projects for extensive +and your application started automatically. The emulator will close +once you exit your application.
+If you choose Emulator the emulator (epoc.exe) will +be launched and you will need to navigate to the application and start +it by clicking on the icon (just as you do when starting an application +on a device). We’ll explain how to find the application shortly.
It may sound more difficult to choose the second method, but +it has some advantages. You can leave the emulator running if you +are only doing small edits in your source code – simply close your +application in the emulator, recompile and restart your app through +the emulator’s menu. You’ll also see any error messages that may be +shown when you exit the application, because the emulator will not +shut down instantly after you exit Hello World in the emulator. Those +error messages are also visible in Carbide.c++’s console window.
When the emulator starts for the first time you might have to +wait for several minutes before it is completely ready for use. Successive +starts will be a lot faster, because Windows caches most of the emulator +DLLs.
If you decide to launch the emulator and navigate to your +application: First, open the menu through the S60 menu +symbol on the bottom left of the screen. Your own application will +be located at the bottom of the Applications folder; use your +mouse to navigate in the emulator’s menus.
When you launch +your application, the main pane will be empty. As you can see, the +example application the wizard has created already supports a full +user interface and handles input from the left and right softkeys +at the bottom of the screen.
Debugging on the Emulator
The Emulator
+is the default debug target - you simply click the Debug button
Debugging on the Emulator is not covered further in this tutorial. +See Carbide.c++ User Guide > Debugging projects for extensive information on debugging using Carbide.c++.
-The emulator can be used for most of your development work. -However, some situations still require a real device – for example, when you -want to use the camera or the acceleration sensor.
Tip: You -should test your applications on the phone from time to time, even if it is -fully supported by the emulator.
When you've finished development, -you'll also want to build a release version; stripping out debug code and -symbol information to make your binaries smaller and more efficient.
Building -for the Device
To tell the IDE that you want to build for the device,
-change the active build configuration to a phone-release configuration for
-GCCE (unless you have the
Next, choose to build the current configuration using the toolbar Build icon
This will automatically compile the project
-using the GCCE compiler and create an installation package – a file called
Tip: Use -Carbide.c++ to find the file on your PC. Navigate to the file in the project -view, then right-click on it and select Show in Explorer.
Don’t -forget to switch back to the Emulator Debug build configuration when -you continue development!
Installing on the Device
-You can use the PC Suite that came with your phone to install the application -on your device
The emulator can be used for most of your development +work. However, some situations still require a real device – for example, +when you want to use the camera or the acceleration sensor.
Tip: You should test your applications on the phone from +time to time, even if it is fully supported by the emulator.
When you've finished development, you'll also want to build a +release version; stripping out debug code and symbol information to +make your binaries smaller and more efficient.
Building +for the Device
To tell the IDE that you want to build for
+the device, change the active build configuration to a phone-release
+configuration for GCCE (unless you have the
Next, choose to build the current configuration using the
+toolbar Build icon
This will automatically
+compile the project using the GCCE compiler and create an installation
+package – a file called
Tip: Use Carbide.c++ +to find the file on your PC. Navigate to the file in the project view, +then right-click on it and select Show in Explorer.
Don’t forget to switch back to the Emulator Debug build +configuration when you continue development!
Installing +on the Device
You can use the PC Suite that came with +your phone to install the application on your device
Ensure that the PC Suite is installed and running
Connect your device to the PC via Bluetooth or USB and add the phone -to the known devices in the PC Suite (if necessary).
Double-click the
If the PC Suite is not installed on your PC, you can send the file -to the phone via Bluetooth or IrDA (if available):
Connect your device to the PC via Bluetooth or USB and add +the phone to the known devices in the PC Suite (if necessary).
Double-click the
If the PC Suite is not installed on your PC, you can send +the file to the phone via Bluetooth or IrDA (if available):
Locate the
Right-click on it and select Send to | Bluetooth device.
You will be prompted to install the application when you open the -message.
Warning: If you get a
Debugging on the Device
-Debugging on a production phone is covered in the topic:
It is also possible to build your applications -using the command-line based Symbian toolchain. If you've never done so before -you will first need to set up the environment using the tool provided:
Select the windows start button and select: Start | All Programs -| Symbian Foundation ADT v1.0 | Carbide.c++ | Configure environment for WINSCW -command line
Open a command prompt in your project's /group/ folder (where the -bld.inf project file is located) and do:
The command
You can build just one -target using
For
-example, "
You can start the emulator by selecting its executable
-in your file system (it will be located at
An overview of the commands and the generated outputs is shown below. +
You will be prompted to install the application when you open +the message.
Warning: If you get a
Debugging on the Device
Debugging on
+a production phone is covered in the topic:
It is also possible to build your applications +using the command-line based Symbian toolchain. If you've never done +so before you will first need to set up the environment using the +tool provided:
Select the windows start button and select: Start | All +Programs | Symbian Foundation ADT v1.0 | Carbide.c++ | Configure environment +for WINSCW command line
Open a command prompt in your project's /group/ folder +(where the bld.inf project file is located) and do:
The command
You can build just one target using
For example,
+"
You can start the emulator by selecting its
+executable in your file system (it will be located at
An
+overview of the commands and the generated outputs is shown below.
There is also extensive documentation on the build process in the
-For the vast majority of users the preceding instructions can be followed
-through without issue. If however you have any build issues, then please follow
-the following instructions to check that your
In -this tutorial you set up your development environment, learned how to create -a skeleton application using Carbide.c++ UI Designer, and how to get -it up and running on both the Symbian platform emulator and on the device. -
In
-Further reading:
For the vast majority of users the preceding instructions can
+be followed through without issue. If however you have any build issues,
+then please follow the following instructions to check that your
In this tutorial you set up your development environment, learned +how to create a skeleton application using Carbide.c++ UI Designer, and how to get it up and running on both the Symbian platform emulator +and on the device.
In
Further reading:
About the Kits: