diff -r 51a74ef9ed63 -r ae94777fff8f Symbian3/SDK/Source/GUID-301E5FAA-A1C3-4FD7-9D84-DAA61C66981B.dita --- a/Symbian3/SDK/Source/GUID-301E5FAA-A1C3-4FD7-9D84-DAA61C66981B.dita Wed Mar 31 11:11:55 2010 +0100 +++ b/Symbian3/SDK/Source/GUID-301E5FAA-A1C3-4FD7-9D84-DAA61C66981B.dita Fri Jun 11 12:39:03 2010 +0100 @@ -1,278 +1,278 @@ - - - - - -Symbian -C++ Quick StartThis Quick Start is relevant if you want to create Symbian C++ -applications that run on Symbian devices - i.e. "on top" of the Symbian platform. -Typically this will include: professional application and games developers, -professional service companies, hobbyist developers and students. -

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 Symbian Emulator and on the device; the whole process -takes just a few minutes!

-

Comes with Code: File: HelloSymbianWorld Example Code.zip

-
Set -up the development environment

Assuming your computer meets -the System Requirements then setting up your PC for Symbian -C++ development is as simple as downloading and installing (do so in this -order):

    -
  1. Perl. See the Kits Q&As for notes on the recommended version.

  2. -
  3. Application Developer Toolkit (ADT).

  4. -
  5. Software Developer Kit (SDK) (full installation) -.

  6. -

For help installing the SDK please refer to the Symbian^1 SDK Installation Guide.

You can now -create your first application using the Carbide.c++ project wizard, as the -following sections will describe.

-
Starting Carbide.c++

The -Carbide.c++ IDE is installed as part of the free Application Developer Toolkit (ADT) (step 2 in the -section above). It is the only supported/official IDE for Symbian C++ development. -

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.

Your Symbian projects -must be on the drive where you installed your SDK. You must also ensure that -the path name of the workspace does not contain non-alphanumeric characters -or spaces. This is because the Symbian toolchain uses command line tools that -cannot read special path names.

If you installed the SDK to drive C:\, -an example of a correct workspace path is: C:\Symbian\development\.

- -

Once Carbide.c++ has started, close the Welcome tab (by clicking -the cross shown circled in red below) to see the default workspace.

- -
-
Creating -a Project

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 Symbian platform SDK. At time of writing the only -C++ Application Development SDK is the Symbian^1 SDK (Note: this is -a copy of the S60 5th Edition SDK v1.0).

- -

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 SDK.

  • -
  • Phone Debug | Release (ARMV5) builds binaries for the phone -using the ARM RealView Compiler (RVCT). RVCT produces code that -is a few percent smaller and faster than the current versions of GCCE supported -for Symbian C++ development, but must be separately licensed from ARM. RVCT -is primarily used by phone manufacturers to build binaries for device ROM.

  • -

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 (UID).

- -

The UID (actually the SID, but for the moment we can ignore the distinction) -defines the private area in the file system in which the application can store -its data. Among other things the UID can also be used to programmatically -identify and/or start the application.

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 Symbian Signed. -

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 How to change your application's UID).

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.

- -
-
Targeting -the Emulator

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 - in the toolbar or by selecting menu: Project | Build Configurations -| Set Active and select Emulator Debug.

  • -
- -
    -
  • Then build the current configuration using the Build icon in the toolbar or -through the menu: Project | Build Project (You can also select a particular -configuration to build from the Build icon selector).

  • -

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 - (Ctrl + F11). Upon the first launch of your project, Carbide.c++ -will ask you which executable you want to launch:

- -
    -
  • 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 -information on debugging using Carbide.c++.

-
Targeting the -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 RVCT compiler). As before, use the Manage configurations -for current project toolbar icon ( -) to select the active-build configuration.

- -

Next, choose to build the current configuration using the toolbar Build icon (or in the menu: Project -| Build Project).

This will automatically compile the project -using the GCCE compiler and create an installation package – a file called HelloWorld.sisx in -your project's \HelloWorld\sis\ directory. You now need to -transfer this file to your phone to install it.

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 .sisx file in Windows Explorer or -the Project Explorer window of Carbide.c++.

  • -

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 .sisx file in Windows Explorer

  • -
  • 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 Certificate -Error message when you try to install the application, then your -phone has been configured to prevent installation of self-signed sis files. -To change this behavior, go to Settings - Application manager - Installation -settings - Software installation and change the setting from Signed -Only to All. For other errors received upon installation, consult -the installation -error troubleshooting guide.

Debugging on the Device

-Debugging on a production phone is covered in the topic: Getting Started with Debugging on the Device.

-
Building on -the Command Line

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:

bldmake bldfiles -abld build

The command bldmake bldfiles creates -a batch file abld.bat based on the component-definition file -(bld.inf) and the project-definition file(s) (.mmp). -The abld build command uses the batch file to build all the -default targets (i.e. for gcce and Emulator).

You can build just one -target using

abld build <target>

For -example, "abld build winscw udeb" builds just the emulator -debug variant.

You can start the emulator by selecting its executable -in your file system (it will be located at SDK DIRECTORY\epoc32\release\winscw\udeb\epoc.exe). -

An overview of the commands and the generated outputs is shown below. -There is also extensive documentation on the build process in the Symbian Developer Library: Symbian OS build process.

- -
-
Troubleshooting

-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 environment is set up correctly and troubleshoot any problems that may arise.

-
Summary

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 Going Beyond -Hello: A Tutorial for Symbian C++ Applications we will extend the basic -skeleton to create a small paint application, along the way learning more -about the application frameworks (e.g. defining menus, how to handle touch-screen -events, drawing to the screen etc.).

-
Related Info

-Further reading:

    -
  • Going Beyond -Hello: A Tutorial for Symbian C++ Applications provides a step by step -guide to creating your first "real application", covering the key elements -of the application framework.

  • -
  • Fundamentals of Symbian C++ provides all the essential -information you need to understand Symbian C++.

  • -

About the Kits:

    -
  • What -are the Kits? explains the ADT and SDK.

  • -
  • Kits Q&As.

  • -
  • Getting Started with Debugging on the Device.

  • -
  • Symbian^1 SDK Release Notes.

  • -
  • Symbian^1 SDK Installation Guide.

  • -
+ + + + + +Symbian +C++ Quick StartThis Quick Start is relevant if you want to create Symbian C++ +applications that run on Symbian devices - i.e. "on top" of the Symbian platform. +Typically this will include: professional application and games developers, +professional service companies, hobbyist developers and students. +

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 Symbian Emulator and on the device; the whole process +takes just a few minutes!

+

Comes with Code: File: HelloSymbianWorld Example Code.zip

+
Set +up the development environment

Assuming your computer meets +the System Requirements then setting up your PC for Symbian +C++ development is as simple as downloading and installing (do so in this +order):

    +
  1. Perl. See the Kits Q&As for notes on the recommended version.

  2. +
  3. Application Developer Toolkit (ADT).

  4. +
  5. Software Developer Kit (SDK) (full installation) +.

  6. +

For help installing the SDK please refer to the Symbian^1 SDK Installation Guide.

You can now +create your first application using the Carbide.c++ project wizard, as the +following sections will describe.

+
Starting Carbide.c++

The +Carbide.c++ IDE is installed as part of the free Application Developer Toolkit (ADT) (step 2 in the +section above). It is the only supported/official IDE for Symbian C++ development. +

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.

Your Symbian projects +must be on the drive where you installed your SDK. You must also ensure that +the path name of the workspace does not contain non-alphanumeric characters +or spaces. This is because the Symbian toolchain uses command line tools that +cannot read special path names.

If you installed the SDK to drive C:\, +an example of a correct workspace path is: C:\Symbian\development\.

+ +

Once Carbide.c++ has started, close the Welcome tab (by clicking +the cross shown circled in red below) to see the default workspace.

+ +
+
Creating +a Project

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 Symbian platform SDK. At time of writing the only +C++ Application Development SDK is the Symbian^1 SDK (Note: this is +a copy of the S60 5th Edition SDK v1.0).

+ +

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 SDK.

  • +
  • Phone Debug | Release (ARMV5) builds binaries for the phone +using the ARM RealView Compiler (RVCT). RVCT produces code that +is a few percent smaller and faster than the current versions of GCCE supported +for Symbian C++ development, but must be separately licensed from ARM. RVCT +is primarily used by phone manufacturers to build binaries for device ROM.

  • +

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 (UID).

+ +

The UID (actually the SID, but for the moment we can ignore the distinction) +defines the private area in the file system in which the application can store +its data. Among other things the UID can also be used to programmatically +identify and/or start the application.

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 Symbian Signed. +

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 How to change your application's UID).

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.

+ +
+
Targeting +the Emulator

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 + in the toolbar or by selecting menu: Project | Build Configurations +| Set Active and select Emulator Debug.

  • +
+ +
    +
  • Then build the current configuration using the Build icon in the toolbar or +through the menu: Project | Build Project (You can also select a particular +configuration to build from the Build icon selector).

  • +

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 + (Ctrl + F11). Upon the first launch of your project, Carbide.c++ +will ask you which executable you want to launch:

+ +
    +
  • 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 +information on debugging using Carbide.c++.

+
Targeting the +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 RVCT compiler). As before, use the Manage configurations +for current project toolbar icon ( +) to select the active-build configuration.

+ +

Next, choose to build the current configuration using the toolbar Build icon (or in the menu: Project +| Build Project).

This will automatically compile the project +using the GCCE compiler and create an installation package – a file called HelloWorld.sisx in +your project's \HelloWorld\sis\ directory. You now need to +transfer this file to your phone to install it.

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 .sisx file in Windows Explorer or +the Project Explorer window of Carbide.c++.

  • +

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 .sisx file in Windows Explorer

  • +
  • 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 Certificate +Error message when you try to install the application, then your +phone has been configured to prevent installation of self-signed sis files. +To change this behavior, go to Settings - Application manager - Installation +settings - Software installation and change the setting from Signed +Only to All. For other errors received upon installation, consult +the installation +error troubleshooting guide.

Debugging on the Device

+Debugging on a production phone is covered in the topic: Getting Started with Debugging on the Device.

+
Building on +the Command Line

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:

bldmake bldfiles +abld build

The command bldmake bldfiles creates +a batch file abld.bat based on the component-definition file +(bld.inf) and the project-definition file(s) (.mmp). +The abld build command uses the batch file to build all the +default targets (i.e. for gcce and Emulator).

You can build just one +target using

abld build <target>

For +example, "abld build winscw udeb" builds just the emulator +debug variant.

You can start the emulator by selecting its executable +in your file system (it will be located at SDK DIRECTORY\epoc32\release\winscw\udeb\epoc.exe). +

An overview of the commands and the generated outputs is shown below. +There is also extensive documentation on the build process in the Symbian Developer Library: Symbian OS build process.

+ +
+
Troubleshooting

+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 environment is set up correctly and troubleshoot any problems that may arise.

+
Summary

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 Going Beyond +Hello: A Tutorial for Symbian C++ Applications we will extend the basic +skeleton to create a small paint application, along the way learning more +about the application frameworks (e.g. defining menus, how to handle touch-screen +events, drawing to the screen etc.).

+
Related Info

+Further reading:

    +
  • Going Beyond +Hello: A Tutorial for Symbian C++ Applications provides a step by step +guide to creating your first "real application", covering the key elements +of the application framework.

  • +
  • Fundamentals of Symbian C++ provides all the essential +information you need to understand Symbian C++.

  • +

About the Kits:

    +
  • What +are the Kits? explains the ADT and SDK.

  • +
  • Kits Q&As.

  • +
  • Getting Started with Debugging on the Device.

  • +
  • Symbian^1 SDK Release Notes.

  • +
  • Symbian^1 SDK Installation Guide.

  • +
\ No newline at end of file