How do I develop applications for Symbian OS of Mobile Phones like Nokia - symbian

I would like to develop applications for Symbian OS Phones and try another track other than programming in Java. I would like to experience how to program on mobile phones using C and C++.
Can you please give some tips on what tools to use on developing this kinds of applications. I am targetting Nokia phones..

Now that the Carbide IDE is all free, the main differences between amateur versus professional Symbian OS development are:
- use of free development certificates to sign your application, as opposed to paying verisign and a test house to identify and verify your application.
- use of free GCCE compiler instead of the more optimised RVCT.
forum nokia is definitely a great resource.
I would also suggest http://developer.symbian.org and http://www.newlc.com
Shameless plug: the latest book to learn about Symbian OS native C++ development is at
http://www.quickrecipesonsymbianos.com

There are two options for you:
Symbian C++: follow the instruction from link http://www.developer.nokia.com/Develop/Other_Technologies/Symbian_C++/
Qt C++/QML: detail instructions are found at
http://www.developer.nokia.com/Develop/Qt/Getting_started/
Qt C++/QML is preferable for latest Symbian platform application development.

Qt c++ is the best choice. I saw many mobile application developers are developing applications with Qt C++. So I recommend to go with Qt C++.

Related

Is Xamarin Studio absolutely required to release Mono apps on the Mac App Store & MonoMacPackager obsolete?

There was a time, not two years ago, when you could didn't need Xamarin.Mac to deploy Mono apps to the Mac App Store. To be clear, that's the store for Mac OS X desktop apps, not iOS apps.
Now the MonoMacPackager page says the following:
If you want to create self-contained Mac bundles or publish your
software to the Mac AppStore, you should get Xamarin.Mac which is a
strict superset of MonoMac.
I haven't seen a good tutorial of how to release to the Mac App Store since Xamarin.Mac came out. Is Xamarin.Mac now "required", so to speak, to release Mono apps on Mac that have UIs written in XCode/IB? Or is the "subset" which is MonoMac still enough to create these hybrid apps?
I realize I could write against GTK# or Windows.Forms and have users install Mono themselves -- or use bockbuild like Banshee still does and have things self-contained -- to create standalone apps. I'm interested instead in the ability to have Mono code interface with native UIs created in XCode and to release those apps on the Mac App Store.
I also realize there's a template for open source projects in Xamarin Studio now, which actually kind of scares me. It seems the full treatment has gone behind the Xamarin pay wall.
So, in other words, is the MonoMacPackager obsolete with respect to releasing Mono apps with native UIs that pass Mac App Store muster?
The thing is, to be able to release into the Mac App Store, your app needs to be self-contained. Which means that you need to use mkbundle, which in turn means that the license of the Mono runtime would then contaminate everything. This license is LGPL.
If your app cannot legally bind to the requirements of the LGPL, then you need a Xamarin.Mac license.
Now, if you think your app can legally bind to the requirements of the LGPL, then the deal is a bit more tricky: are you sure that you can? Because many articles out there say that the theoretical restrictions of the ToS of the Mac App Store contradict GPL/LGPL licenses.
Some other people say that this conflict can be kind of circumvented... But I wouldn't try without the advice of a lawyer.
UPDATE: Turns out there's a difference in the way you use mkbundle, read more here. (And note: the Mac App Store has different restrictions than the iOS AppStore I think.)

XPC and cross-architecture OSX applications

for a desktop application I am developing, I have to stick with a 32-bit framework. I am looking for the best path to run the framework in its proper process and develop the rest of the application in a 64-bit process. The application is also meant to be sold in the AppStore, so it should support Apple sandboxing.
I am thinking about XPC: is it suitable for these purposes? Why can't I find it in the Apple documentation related to cross-architecture programming?
XPC: is it suitable for these purposes?
Yes, XPC should work correctly between 32-bit and 64-bit processes.
Why can't I find it in the Apple documentation related to cross-architecture programming?
Because XPC is new in 10.7, and that 64-bit Transition Guide document is rather old and hasn't been updated since 10.6. Apple is not always good at updating older documentation.

symbian programming starter

I would like to start programming for symbianOS and have some starter questions.I am a little confused and would like someone with developing experience to advice me.
First of all what do I need to start programming? I have downloaded S60-5th edition Sdk and eclipse pulsar, are those enough or I need anything else?
also using that SDK I will target all the s60 devices or there are other dependencies as well?
what I mean is, using that sdk my application will be able to run under all devices using symbian s60?
also is there any deference in developing using j2me ,symbianC++ and c++? any additional restrictions?
is there any developer resources like android has and other have, which provide code samples, documentations and explanatory articles?
The S60 SDK is all you need if you're only targeting the device. For emulator toolchain, editor, debugger etc. I suggest you get Carbide.C++. (It's based on Eclipse. I don't know how it compares to Eclipse Pulsar as I have no experience about it.)
With the S60 5th Edition SDK you can target practically all S60 devices from S60 3rd Edition onwards. Of course, not all APIs available on 5th Edition are available on 3rd Edition.
If you are starting Symbian development anew and have no specific reason to use traditional Symbian C++, I suggest you have a look at Qt. It works on most S60 devices from 3rd Edition Feature Pack 1 (S60 3.1) onwards and is much nicer to work with than plain old Symbian C++. It also works nicely across platforms: the same source can in theory be compiled to almost any target supporting Qt (in practice some flagging is needed and not all APIs are available on all targets).
The Forum Nokia site is a good starting point for all of the above.

Is it possible to develop using Cocoa in Windows and Linux?

I'm starting to learn Objective-C and I don't have a Mac (and I don't have plans to get one), but as I see that Cocoa is a very good framework to develop in Objective-C, I want to know: Is it possible to develop using Cocoa in Windows and Linux?
Thanks.
I think that your best bet, if you want to use Cocoa, is to get a Mac. You really won't regret it. GNUstep is a neat solution, but it is impractical to distribute applications built using GNUstep, because (as far as I know), clients must have the runtime installed for it to work.
Cocotron is an amazing project as well, and in the future, it may be useful for you if you want simple apps to run on both Mac OS and Windows. But you would still need a Mac to use it.
If you are interested in using a language like Objective-C with a framework like Cocoa, but don't want to get a Mac, why don't you try web application development with Cappuccino and Objective-J?. Objective-J is an implementation of an Objcective-C-like language in JavaScript, and Cappuccino is a really amazing imitation of the Cocoa framework in Objective-J.
Some examples of what can be created using that framework are 280 Slides and the new, stunningly beautiful EnStore. That's not a perfect solution, and unless you are content to just do web applications, you should buy a Mac.
Take a look at Cocotron
The purpose of the project is to provide an easy to use cross-platform solution for Objective-C development. In particular, source code level compatibility with recent versions of Apple's frameworks (OS X 10.4 and 10.5).
The general goal is to provide complete support on any viable platform, the project is intended to be as portable as possible. However, most of the work at this time is focused on providing support for Microsoft Windows. In particular the NT based versions, 2000 up to Vista.
You can also run Snow leopard Server inside a virtual machine, like VMWare Fusion.
Apple changed it licence in 2008 to allow that, but only with server editions. I have personally used it with some success to deploy iphone applications (Although it was admitably a bit slow).
You will need decent hardware and preferably a dedicated hard-disk drive to be able to use it properly.
And considering the cost of vmware and osx server you might be better off buying a used mac.

IDE for use on a Java-enabled smart phone?

Is there an IDE that I can load on a Blackberry, E71, or an iPhone?
Apple released iPhone SDK for XCode a while back, check out developer.apple.com and Nokia also release their own SDK check out forum.nokia.com
But for pure Java Midlet goodness, i would recommend Netbeans (netbeans.org) their netbeans mobile application editor is a gem, second to none.
To answer your question, i don't think any phone is powerful enough to compile and test the code on themselves, so no ...
Not that I know of, typically you'll develop apps on a desktop machine (PC/MAC whatever) and download/control the application on the phone. Also I don't think Java is available on a standard (non-cracked) iPhone.
There was a palm based C compiler. I had some trouble finding it though, but it's called OnBoard-C. It didn't exactly have an IDE, it compiled notes. Considering there's a lack of embedded compilers, I'd be surprised to find full embedded IDEs. Oh... I recall there being a Scheme or Lisp too.
This maybe premature but, congrats, you just found a market niche.