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 <channel rdf:about="http://blogs.forum.nokia.com/rss.php?blogId=105214&amp;profile=rss10">
  <title>Andreas Jakl&#039;s Forum Nokia Blog</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog</link>
  <description>&lt;p&gt;As an Assistant Professor, I&#039;m teaching Symbian OS at the University of Applied Sciences in Hagenberg, Austria. My company &amp;quot;Mopius&amp;quot; is developing mobile software with a special focus on Symbian OS.&lt;/p&gt;
</description>
    <dc:creator>mopius</dc:creator>
  <dc:date>2009-11-23T13:48:20Z</dc:date>
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       <rdf:li rdf:resource="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/27/l-classes" />
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       <rdf:li rdf:resource="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/19/slidersedge" />
       <rdf:li rdf:resource="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/11/mobile-physics" />
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       <rdf:li rdf:resource="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/01/04/spyphone" />
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  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/27/l-classes">
  <title>Fundamental changes in native Symbian OS development</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/27/l-classes</link>
  <dc:description>&lt;p&gt;
Just announced rather silently in the Symbian Developer Newsletter, one of the biggest changes in the world of Symbian OS development is on its way. It&#039;s all about the letter L, which represents the new idiom of &lt;a href=&quot;http://developer.symbian.com/main/documentation/symbian_cpp/symbian_cpp/lclasses.jsp&quot;&gt;L-classes&lt;/a&gt;. According to the documentation PDF: &amp;quot;The &lt;strong&gt;L&lt;/strong&gt; prefix denotes that these classes may be &lt;strong&gt;L&lt;/strong&gt;iberal when it comes to &lt;strong&gt;L&lt;/strong&gt;eaving, while being &lt;strong&gt;L&lt;/strong&gt;eave-safe themselves.&amp;quot;
&lt;/p&gt;
&lt;p&gt;
When working with Symbian OS and of course especially when teaching it, the biggest issue have always been the descriptors. While they are a nice concept and a good example of polymorphism, even the simplest string modifications often required looking up some code examples or documentation. Now, the new LString class can finally take care of automatically resizing its buffer (on the heap) and memory cleanup. Additionally, the LString is also derived from TDesC, making it possible to use it with all the standard Symbian OS APIs. 
&lt;/p&gt;
&lt;p&gt;
Other changes include the possibiliy to put everything from the two-phase construction into a single C++ constructor, by using macros and special templates. Makes the code easier to read and shorter, and is therefore also a welcome change. Memory management (plus cleanup stack) usage has also been simplified through the use of new class templates (LCleanedupX and LManagedX), which provide automatic resource management.
&lt;/p&gt;
&lt;p&gt;
We&#039;ll see how these new additions work out in real life, but at least on paper, they do sound promising and make it easier for newcomers to start developing with Symbian OS. The only problem is that those new concepts are added to many other already existing idioms, increasing the total amount of information you have to know when you really want to do a lot - and it&#039;ll not be possible to get entirely rid of old descriptor classes like the HBufC, as they&#039;re still used by many system APIs. Also, that these resource management tasks are done automatically usually means less efficiency compared to the manual way that has always been in Symbian OS - one of the reasons why the OS is so fast, even on low spec hardware. Most probably, you&#039;d use native Symbian OS C++ code for the more low-level and highest performance code (and do resource management manually), and prefer Qt or Widgets instead for other applications in the future. 
&lt;/p&gt;
&lt;p&gt;
Another interesting sidenote: if you take a look at the new header files, you&#039;ll see that they are already released under the &amp;quot;Symbian Foundation License v1.0&amp;quot; (even though the source code is not included yet) and that they are contributed by Nokia. In case I didn&#039;t miss anything, this is most probably the first public third party contribution to the Symbian Foundation. Let&#039;s hope we&#039;ll see more of those welcome additions in the future - even though it means that I&#039;ll have to rewrite many parts of the Symbian OS course slides when there&#039;s time...
&lt;/p&gt;
&lt;p&gt;
Read more about the &lt;a href=&quot;http://developer.symbian.com/main/documentation/symbian_cpp/symbian_cpp/lclasses.jsp&quot;&gt;L-classes at the Symbian Developer Network&lt;/a&gt;, especially at the &lt;a href=&quot;http://developer.symbian.com/main/downloads/papers/LClasses.pdf&quot;&gt;pdf&lt;/a&gt; linked to at the end of the article. 
&lt;/p&gt;</dc:description>
      
    <dc:subject>S60</dc:subject>
      
    <dc:subject>Symbian C++</dc:subject>
      
    <dc:subject>Training</dc:subject>
     
    
  <dc:date>2009-03-27T11:41:39Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/24/carchallenge">
  <title>The Phone’s Compass as a Game Controller</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/24/carchallenge</link>
  <dc:description>&lt;p&gt;
&lt;table align=&quot;right&quot; border=&quot;0&quot; cellspacing=&quot;10&quot; width=&quot;240&quot;&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/carchallenge.jpg&quot; alt=&quot;CarChallenge is controlled through the compass of the mobile phone.&quot; /&gt;&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;em&gt;CarChallenge is controlled through the compass of the mobile phone. &lt;/em&gt;&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
The &lt;a href=&quot;http://www.forum.nokia.com/devices/6210_Navigator&quot;&gt;Nokia 6210 Navigator&lt;/a&gt; is the first device from Nokia that features a magnetometer. It allows using the phone as a compass &amp;ndash; very important for pedestrian navigation. GPS alone can only determine the direction in which you&amp;rsquo;re facing when you are moving. With a compass, the phone instantly knows in which direction you&amp;rsquo;re facing and rotates the map accordingly. This makes me happy when I step out of the underground and want to know where to go &amp;ndash; without having to walk several meters only to find out that I chose the wrong direction.
&lt;/p&gt;
&lt;p&gt;
A traditional compass only works when it is held horizontally. As Paul Coulton recently described in his &lt;a href=&quot;http://blogs.forum.nokia.com/blog/paul-coultons-forum-nokia-blog/2009/03/17/understanding-the-magnetometer-digital-compass-sensor&quot;&gt;Forum Nokia Blogs posting&lt;/a&gt;, the Nokia 6210 includes a 3-axis magnetometer. Through some calculations, it is possible to find out the absolute direction in which the phone is facing, no matter how the phone is oriented. The &lt;a href=&quot;http://wiki.forum.nokia.com/index.php/S60_Sensor_Framework&quot;&gt;S60 Sensor Framework&lt;/a&gt; provides a processed sensor output that gives you the degrees relative to the North Pole.
&lt;/p&gt;
&lt;h2&gt;Compass Applications&lt;/h2&gt;
&lt;p&gt;
Traditional applications that greatly benefit from a compass are apps like the &amp;ldquo;Magic Wand&amp;rdquo; (recently described by &lt;a href=&quot;http://blogs.forum.nokia.com/blog/paul-coultons-forum-nokia-blog/2009/01/06/point-n-seek-the-return-of-the-geo-wand&quot;&gt;Paul&lt;/a&gt;; our students have also been working on a similar app during the winter semester): just point the phone to a building and the phone tells you what it is. By combining information from GPS, the accelerometer and the compass, it is possible to determine where the user is pointing his phone and for example to augment the camera picture with additional information about what he sees.
&lt;/p&gt;
&lt;p&gt;
Another possibility would be to use the same method for showing information about the stars and constellations. Just point your phone to a star and instantly get information about it. I&amp;rsquo;m not yet aware of any such applications for S60 phones that integrate the magnetometer. General planetariums are of course available, like for example &lt;a href=&quot;http://www.piecafe.co.uk/&quot;&gt;Solun&amp;rsquo;&lt;/a&gt;.
&lt;/p&gt;
&lt;p&gt;
A few days ago, I&amp;rsquo;ve been chatting with &lt;a href=&quot;http://www.mobilizy.com/?lang=en&quot;&gt;Philipp Breuss&lt;/a&gt;, one of the winners of the first Android challenge and now teaching Android at our &lt;a href=&quot;http://www.fh-ooe.at/mc&quot;&gt;Mobile Computing&lt;/a&gt; department in Hagenberg. He told me that there are currently two such planetarium applications that make use of the magnetometer for the Android platform; one of them being his own. An easy to understand concept that has great potential. 
&lt;/p&gt;
&lt;h2&gt;Compass Games&lt;/h2&gt;
&lt;p&gt;
The compass is of course not limited to applications. A novel idea is to use it for controlling games. &lt;a href=&quot;mailto:christian.feldbacher@fh-hagenberg.at&quot;&gt;Christian Feldbacher&lt;/a&gt; and his colleagues Philipp Rakuschan and Clemens Stangl have been busy developing a 3D car game with a clever artificial intelligence over the last two semesters - called &lt;a href=&quot;http://www.symbianresources.com/projects/carchallenge.php&quot;&gt;CarChallenge&lt;/a&gt;.
As an experiment, we decided to include the compass as an additional control method.
&lt;/p&gt;
&lt;p&gt;
Playing the game with the compass requires physical action &amp;ndash; the car drives in the absolute direction you&amp;rsquo;re facing. Want to turn the car left? Just turn yourself to the left. How to turn the car around? Make a 180&amp;deg; turn yourself (e.g, from North to South).
&lt;/p&gt;
&lt;p&gt;
In contrast to the compass, the acceleration sensor is only able to measure relative movements on this axis. The rather small resulting sidewise acceleration forces would not be sufficient for accurate game control. Instead, accelerometer based car games usually rely on tilting the device &amp;ndash; something that can be measured easily through the different distribution of gravity to the three accelerometer axes. However, there would not be a difference at all if you&amp;rsquo;re facing to the North or the South &amp;ndash; the gravity is always just directed downwards. Through the compass, the game is now able to integrate the absolute direction in which you&amp;rsquo;re facing.
&lt;/p&gt;
&lt;p&gt;
His video on YouTube demonstrates the look and feel of the game, as well as the compass-based control mechanism.
Of course, steering via the compass isn&amp;rsquo;t well suited for playing the game in a bus and is probably problematic for long gaming sessions. However, it&amp;rsquo;s great fun!
&lt;/p&gt;
&lt;p align=&quot;center&quot;&gt;
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	&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/z6ezAGhJNjc&quot; /&gt;
	&lt;param name=&quot;wmode&quot; value=&quot;transparent&quot; /&gt;
	&lt;param name=&quot;allowScriptAcess&quot; value=&quot;sameDomain&quot; /&gt;
	&lt;param name=&quot;quality&quot; value=&quot;best&quot; /&gt;
	&lt;param name=&quot;bgcolor&quot; value=&quot;#FFFFFF&quot; /&gt;
	&lt;param name=&quot;FlashVars&quot; value=&quot;playerMode=embedded&quot; /&gt;
&lt;/object&gt;
&lt;/p&gt;
&lt;p&gt;
As a next step, why not make a game that determines how often you can turn around before you get dizzy and fall to the ground (detected by the accelerometer, to use the available sensors to their full extent)?
&lt;/p&gt;
&lt;p&gt;
CarChallenge is essentially finished and will be released shortly. Watch the &lt;a href=&quot;http://www.symbianresources.com/projects/carchallenge.php&quot;&gt;project page at symbianresources.com&lt;/a&gt; for updates!
&lt;/p&gt;</dc:description>
      
    <dc:subject>Entertainment</dc:subject>
      
    <dc:subject>Games</dc:subject>
      
    <dc:subject>General</dc:subject>
      
    <dc:subject>S60</dc:subject>
     
    
  <dc:date>2009-03-24T22:08:07Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/19/slidersedge">
  <title>Accelerometers Redefine the Game Experience</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/19/slidersedge</link>
  <dc:description>&lt;p&gt;
&lt;table align=&quot;right&quot; border=&quot;0&quot; cellspacing=&quot;10&quot; width=&quot;240&quot;&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/slidersedge1.jpg&quot; alt=&quot;SlidersEdge&quot; /&gt;&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;em&gt;Accelerometers fully integrated into the game design - turn your phone to change the gravity of the environment! &lt;/em&gt;&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
Nearly nobody noticed the &lt;a href=&quot;http://www.forum.nokia.com/devices/5500&quot;&gt;Nokia 5500 Sports&lt;/a&gt;, most likely the first phone equipped with an accelerometer that was accessible for 3rd party developers. &lt;a href=&quot;http://www.symbianresources.com/projects/gboarder.php&quot;&gt;gBoarder&lt;/a&gt; (application for recording snowboarding statistics like the number of crashes or jumps) and &lt;a href=&quot;http://www.symbianresources.com/projects/carmeter.php&quot;&gt;CarMeter&lt;/a&gt; (measures g forces when driving a car) were one of the few applications that made use of it - already released in February 2007.
&lt;/p&gt;
&lt;p&gt;
When Nokia finally released the R&amp;amp;D API for the N95, the boom began and many acceleration sensor-based applications appeared. Many of them are useful (&lt;a href=&quot;http://www.symbian-freak.com/news/007/12/pypoziomica_freeware_level_tool.htm&quot;&gt;pyPozentica&lt;/a&gt;), others are just for fun (&lt;a href=&quot;http://www.symbian-freak.com/news/008/01/light_sabre_gets_an_update.htm&quot;&gt;Light Sabre&lt;/a&gt;). And of course, there are some entertaining games as well (&lt;a href=&quot;http://blogs.s60.com/2006/08/groove_labyrinth_fun_with_3d_s&quot;&gt;Groove Labyrinth&lt;/a&gt;, &lt;a href=&quot;http://www.symbianresources.com/projects/pywuzzler.php&quot;&gt;pyWuzzler&lt;/a&gt;).
&lt;/p&gt;
&lt;p&gt;
Especially with the &lt;a href=&quot;http://www.apple.com/iphone/&quot;&gt;iPhone&lt;/a&gt; lacking any keyboard, many game concepts simply were not really possible &amp;ndash; as an effect, the accelerometer got to be an accepted control method for commercial games. Racing games are a good example, where the tilt of the phone simulates a steering wheel. Much like in &lt;a href=&quot;http://www.symbianresources.com/projects/shakerracer.php&quot;&gt;ShakerRacer&lt;/a&gt;, which uses the same concept for controlling a real car.
&lt;/p&gt;
&lt;p&gt;
However, most of the games just use the acceleration sensor as an input method that fits to the game (up to some degree). Only very few games completely base the whole game concept on the use of the accelerometer. One of those few games has been developed by the Mobile Computing students &lt;a href=&quot;mailto:david.berger@fh-hagenberg.at&quot;&gt;David Berger&lt;/a&gt; and &lt;a href=&quot;mailto:david.berger@fh-hagenberg.at&quot;&gt;Stefan Poremba&lt;/a&gt; from the &lt;a href=&quot;http://www.fh-ooe.at/mc&quot;&gt;Hagenberg University o.a.S&lt;/a&gt;.
&lt;/p&gt;
&lt;h2&gt;SlideEscape / SlidersEdge&lt;/h2&gt;
&lt;p&gt;
On the first sight, the game &lt;a href=&quot;http://www.symbianresources.com/projects/slidersedge.php&quot;&gt;SlideEscape / SlidersEdge&lt;/a&gt; could be seen as a normal jump &amp;amp; run. The fact that the left/right-movement of the character can be controlled by tilting the phone and jumping by quickly pulling the phone towards you is nice, but not something new either.
&lt;/p&gt;
&lt;p&gt;
The innovation comes from the fact that turning the phone changes the gravity of the virtual game world. An example: the character is standing in front of an uncrossable abyss. How to get over it? Turn your phone upside down to walk on the ceiling and safely pass the depths!
&lt;/p&gt;
&lt;p&gt;
Through this mechanism, the acceleration sensor not only influences the movement, but is directly integrated in the whole game experience as well as the level design. It&amp;rsquo;s not just an add-on that could be easily replaced by a key control mechanism (like in a racing game), but an essential part of the game.
&lt;/p&gt;
&lt;p&gt;
The video on YouTube demonstrates how this works in real life:
&lt;/p&gt;
&lt;p align=&quot;center&quot;&gt;
&lt;object type=&quot;application/x-shockwave-flash&quot; width=&quot;450&quot; height=&quot;350&quot; data=&quot;http://www.youtube.com/v/FRjUTPwblMs&quot; id=&quot;ltVideoYouTube&quot;&gt;
	&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/FRjUTPwblMs&quot; /&gt;
	&lt;param name=&quot;wmode&quot; value=&quot;transparent&quot; /&gt;
	&lt;param name=&quot;allowScriptAcess&quot; value=&quot;sameDomain&quot; /&gt;
	&lt;param name=&quot;quality&quot; value=&quot;best&quot; /&gt;
	&lt;param name=&quot;bgcolor&quot; value=&quot;#FFFFFF&quot; /&gt;
	&lt;param name=&quot;FlashVars&quot; value=&quot;playerMode=embedded&quot; /&gt;
&lt;/object&gt;
&lt;/p&gt;
&lt;p&gt;
The project is available as a free download from &lt;a href=&quot;http://www.slidersedge.com/&quot;&gt;David&amp;rsquo;s official homepage&lt;/a&gt;, as well as from the project page at &lt;a href=&quot;http://www.symbianresources.com/projects/slidersedge.php&quot;&gt;symbianresources.com&lt;/a&gt;.
&lt;/p&gt;
&lt;p&gt;
Please note that the game is a prototype and therefore not really bug-free. The main game is a Java ME application. As it still isn&amp;rsquo;t possible to access accelerometer data from Java ME on Nokia phones, a native S60 application is provided as well, which runs in the background and provides acceleration data to the game via an internal socket (does not lead to data charges, even though the Java ME game warns you upon start-up).
&lt;/p&gt;</dc:description>
      
    <dc:subject>Entertainment</dc:subject>
      
    <dc:subject>Games</dc:subject>
      
    <dc:subject>General</dc:subject>
      
    <dc:subject>Java</dc:subject>
      
    <dc:subject>S60</dc:subject>
      
    <dc:subject>Symbian C++</dc:subject>
     
    
  <dc:date>2009-03-19T19:25:13Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/11/mobile-physics">
  <title>Mobile Physics</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/03/11/mobile-physics</link>
  <dc:description>&lt;p&gt;
&lt;table align=&quot;right&quot; border=&quot;0&quot; cellspacing=&quot;10&quot; width=&quot;240&quot;&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/t_chipmunks60_2.png&quot; alt=&quot;Chipmunk is an open source physics engine and is now available for S60.&quot; /&gt;&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;em&gt;Draw abstract objects on the screen; they will instantly get physical properties!&lt;/em&gt;&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
Physics engines simulate behaviour and motion of objects in a virtual world. With the increased processor resources available on today&amp;rsquo;s PCs, almost every game integrates a more or less advanced physics engine.
&lt;/p&gt;
&lt;p&gt;
Even if the dedicated physics PCI card for the PC, the &lt;a href=&quot;http://en.wikipedia.org/wiki/PhysX&quot;&gt;PhysX by AGEIA&lt;/a&gt;, did not really succeed in reaching the mass market, it increased the awareness that the game experience is greatly enhanced if physics are accurately simulated. Nowadays, &lt;a href=&quot;http://www.nvidia.com/object/nvidia_physx.html&quot;&gt;NVidia&lt;/a&gt; has bought this company and physics simulations are often calculated directly on the 3D graphics hardware. 
&lt;/p&gt;
&lt;p&gt;
The oldest game I can remember that heavily relied on physics simulation was called &lt;a href=&quot;http://en.wikipedia.org/wiki/The_Incredible_Machine&quot;&gt;The Incredible Machine&lt;/a&gt;. Released in 1993, players had to place various objects in a 2D plane to solve puzzles. This included placing machines, lights, ropes, balls and much more.
&lt;/p&gt;
&lt;p&gt;
Another game, &lt;a href=&quot;http://www.bridgebuilder-game.com/&quot;&gt;Bridge Builder&lt;/a&gt;, has now been around for quite some time (first release in 2000) and also uses physics as the main gameplay element. Players have to build bridges and ensure that they do not break. Later examples like &lt;a href=&quot;http://www.worldofgoo.com/&quot;&gt;World of Goo&lt;/a&gt; follow a similar basic concept, but make the game a lot more accessibly by integrating a different scenario and pleasant graphics.
&lt;/p&gt;
&lt;p&gt;
Another possibility for games that mainly rely on physics simulation is represented by &lt;a href=&quot;http://www.crayonphysics.com/&quot;&gt;Crayon Physics&lt;/a&gt;. In a pre-defined scenario, players have to move an abstract object (like a circle) from its starting position to a target. This can be done by drawing 2D objects (like other circles that behave like balls, rectangles, or ropes); physical attributes are applied to those. Of course, solving the levels gets very challenging over time.
&lt;/p&gt;
&lt;h2&gt;Mobile Physics&lt;/h2&gt;
&lt;p&gt;
Even if advanced 3D physics like found in &lt;a href=&quot;http://orange.half-life2.com/&quot;&gt;Half Life 2&lt;/a&gt; would still be too much for today&amp;rsquo;s mobile devices, they are certainly up to the task of running 2D physics engines. A good example is &lt;a href=&quot;http://numptyphysics.garage.maemo.org/&quot;&gt;Numpty Physics&lt;/a&gt;, available for free for the &lt;a href=&quot;http://www.maemo.org/&quot;&gt;Maemo-platform&lt;/a&gt;.
&lt;/p&gt;
&lt;p&gt;
&lt;a href=&quot;mailto:david.berger@fh-hagenberg.at&quot;&gt;David Berger&lt;/a&gt;, a student in the 3rd semester of Mobile Computing in Hagenberg, has now ported the open source 2D physics engine called &lt;a href=&quot;http://wiki.slembcke.net/main/published/Chipmunk&quot;&gt;Chipmunk&lt;/a&gt; to the S60 platform.
&lt;/p&gt;
&lt;p&gt;
With the help of the &lt;a href=&quot;http://www.forum.nokia.com/Resources_and_Information/Explore/Runtime_Platforms/Open_C_and_C++/&quot;&gt;OpenC++ libraries&lt;/a&gt;, it was possible to run the engine without any serious modifications. As the foundation for the user interface, he used the &lt;a href=&quot;http://www.forum.nokia.com/info/sw.nokia.com/id/f63ebb0a-3cee-4a02-b4f6-6c9090bfddc9/S60_5th_Edition_Mobile_Paint_Example.html&quot;&gt;Mobile Paint&lt;/a&gt; example from Nokia. All objects that you draw on the screen instantly get physical properties and move according to the current gravity level as well as collisions with other objects.
&lt;/p&gt;
&lt;p&gt;
David&amp;rsquo;s video on &lt;a href=&quot;http://www.youtube.com/watch?v=xxNDmP0M5jg&quot;&gt;YouTube&lt;/a&gt; demonstrates how well the engine works. Unfortunately, there were some problems with regards to the screen update and the TV out when drawing &amp;ndash; but as you can see in the video, the engine works totally fluid and fast. Now, I&amp;rsquo;m looking forward to seeing the first physics-based games on the S60 platform!
&lt;/p&gt;
&lt;p align=&quot;center&quot;&gt;
&amp;nbsp;
&lt;object type=&quot;application/x-shockwave-flash&quot; width=&quot;450&quot; height=&quot;350&quot; data=&quot;http://www.youtube.com/v/xxNDmP0M5jg&quot; id=&quot;ltVideoYouTube&quot;&gt;
	&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/xxNDmP0M5jg&quot; /&gt;
	&lt;param name=&quot;wmode&quot; value=&quot;transparent&quot; /&gt;
	&lt;param name=&quot;allowScriptAcess&quot; value=&quot;sameDomain&quot; /&gt;
	&lt;param name=&quot;quality&quot; value=&quot;best&quot; /&gt;
	&lt;param name=&quot;bgcolor&quot; value=&quot;#FFFFFF&quot; /&gt;
	&lt;param name=&quot;FlashVars&quot; value=&quot;playerMode=embedded&quot; /&gt;
&lt;/object&gt;
&lt;/p&gt;
&lt;p&gt;
More information, the download of the demo plus source code is available on &lt;a href=&quot;http://forum.fantasyhaze.com/index.php?page=Thread&amp;amp;postID=2854&quot;&gt;David&amp;rsquo;s website&lt;/a&gt; as well as on the project website on &lt;a href=&quot;http://www.symbianresources.com/projects/chipmunks60.php&quot;&gt;symbianresources.com&lt;/a&gt;.
&lt;/p&gt;</dc:description>
      
    <dc:subject>Entertainment</dc:subject>
      
    <dc:subject>Games</dc:subject>
      
    <dc:subject>General</dc:subject>
      
    <dc:subject>Open C</dc:subject>
      
    <dc:subject>S60</dc:subject>
     
    
  <dc:date>2009-03-11T19:21:54Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/01/14/mopoid">
  <title>Mopoid Workshop - Your Own Arkanoid-like Game for S60</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/01/14/mopoid</link>
  <dc:description>&lt;p&gt;
&lt;table align=&quot;right&quot; border=&quot;0&quot; cellspacing=&quot;10&quot; width=&quot;240&quot;&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/Mopoid-Screenshot.png&quot; alt=&quot;Develop a full-blown Arkanoid-like game - and play it!&quot; /&gt;&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;em&gt;Develop a full-blown Arkanoid-like game - and play it!&lt;/em&gt;&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
Probably the largest and longest free workshop for S60 development is now available in a completely rewritten and updated version. The unique aspect: everything is explained based on a fully working Arkanoid-like game called &lt;a href=&quot;http://www.symbianresources.com/tutorials/mopoid.php&quot;&gt;Mopoid&lt;/a&gt;.
&lt;/p&gt;
&lt;p&gt;
While reading through 76 pages and 175 slides, you will explore most of the important concepts behind Symbian OS / S60 &amp;ndash; including using the UI designer of Carbide.c++, scalable vector graphics, localizable text and of course all the traditional topics like the cleanup stack, descriptors or periodic timers.
&lt;/p&gt;
&lt;h2&gt;
The Origins
&lt;/h2&gt;
&lt;p&gt;
In 2004, I prepared my very first Symbian OS workshop at the University of Applied Sciences in Hagenberg. Its aim was to give a compressed overview of the most important concepts of development for S60 &amp;ndash; in form of a large, fully working game. Students would implement certain parts; the specialities of native Symbian OS C++ development were explained right when they were relevant. I still remember working through the whole night on the day before the workshop, testing everything ten times to make sure that everything really worked as expected.
&lt;/p&gt;
&lt;h2&gt;
The Update
&lt;/h2&gt;
&lt;p&gt;
Back then, the tutorial was based on the free &lt;a href=&quot;http://www.newlc.com/en/A-first-sight-at-Borland-C-Builder.html&quot;&gt;Borland C++ Builder Mobile Edition&lt;/a&gt;, which already featured a UI designer. While the IDE had potential, it was slow and buggy. Soon after, it was abandoned.
&lt;/p&gt;
&lt;p&gt;
The mobile world moves quickly, and the tutorial soon got outdated. Still based on S60 1st Edition, the game wouldn&amp;rsquo;t run on current devices. Also, Borland C++ Builder does no longer exist, with the (much better) &lt;a href=&quot;http://www.forum.nokia.com/Resources_and_Information/Tools/IDEs/Carbide.c++/&quot;&gt;Carbide.c++&lt;/a&gt; IDE now being the standard for Symbian OS development.
&lt;/p&gt;
&lt;p&gt;
As it would have been a pity to simply let dust settle on Mopoid and watch it disappear, I decided to take on the task of updating the tutorial for today&amp;rsquo;s environment. The game has now been greatly extended and improved - for example, it includes support for scalable screens. Of course, most parts of the tutorial had to be rewritten as well. The slides are completely new.
&lt;/p&gt;
&lt;h2&gt;
The Future
&lt;/h2&gt;
&lt;p&gt;
The workshop was just published on the &lt;a href=&quot;http://developer.symbian.com/main/documentation/example_app_code/cpp/index.jsp&quot; title=&quot;Mopoid at the Symbian Developer Network&quot;&gt;Symbian Developer Network&lt;/a&gt; and is now also available from &lt;a href=&quot;http://www.symbianresources.com/tutorials/mopoid.php&quot; title=&quot;Mopoid at symbianresources.com&quot;&gt;symbianresources.com&lt;/a&gt;. The whole tutorial might be a bit too steep if you don&amp;rsquo;t have any experience with Symbian OS at all, but for a little more advanced developers, it&amp;rsquo;ll be interesting to see how all the idioms and concepts fit together in a real game.
&lt;/p&gt;
&lt;p&gt;
The source code is released using the GPL license. Mopoid already supports level files, saving the high score and much more. If someone wants to add more features or levels, it&amp;rsquo;d be great to release a polished game without some rough edges to the public in the future!
&lt;/p&gt;
&lt;p align=&quot;center&quot;&gt;
&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/t_Mopoid-Tutorial.jpg&quot; alt=&quot;The Mopoid tutorial comes with 76 pages and 175 slides full of free Symbian OS information.&quot; /&gt; 
&lt;/p&gt;</dc:description>
      
    <dc:subject>Entertainment</dc:subject>
      
    <dc:subject>Games</dc:subject>
      
    <dc:subject>General</dc:subject>
      
    <dc:subject>S60</dc:subject>
      
    <dc:subject>Symbian C++</dc:subject>
      
    <dc:subject>Training</dc:subject>
     
    
  <dc:date>2009-01-14T00:23:36Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/01/04/spyphone">
  <title>Mobile Surveillance Tools</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/01/04/spyphone</link>
  <dc:description>&lt;p&gt;
&lt;table align=&quot;right&quot; border=&quot;0&quot; cellspacing=&quot;10&quot; width=&quot;215&quot;&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/SpyPhone_FN.jpg&quot; alt=&quot;SpyPhone / BabyPhone&quot; /&gt;&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;em&gt;SpyPhone / BabyPhone is a Python-application that monitors the surrounding sound level. 
			&lt;/em&gt;&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
At the core of every mobile phone, there&amp;rsquo;s still the voice channel. Therefore, every phone is equipped with a microphone that&amp;rsquo;s optimized at recording the human voice. Add the aspect that the phone is mobile and that the owner usually carries it with him all the time, it&amp;rsquo;s no surprising thought that the phone can be used as a remote surveillance tool.
&lt;/p&gt;
&lt;p&gt;
&lt;a href=&quot;http://beta.handango.com/HgoStore/catalog/ProductFullDetails.jsp?productId=222047&quot; title=&quot;BiBUnit&quot;&gt;BiBUnit&lt;/a&gt; is based on a rather simple concept and essentially accepts incoming video calls if a previously set number is calling, allowing you to monitor the surroundings through the phone camera. &lt;a href=&quot;http://www.8mobile.org/spyManager.aspx&quot; title=&quot;SpyManager&quot;&gt;SpyManager&lt;/a&gt; on the other hand lets you take remote snapshots of through phone, also through a PC server application.
&lt;/p&gt;
&lt;p&gt;
Similar, but with a different usage scenario is &lt;a href=&quot;http://www.symbianguru.com/phone-guardian-s60-3.html&quot; title=&quot;PhoneGuardian&quot;&gt;Phone Guardian&lt;/a&gt;, which allows remotely controlling aspects of the device in case it was stolen from you. &lt;a href=&quot;http://www.killermobile.com/newsite/mobile-software/s60-applications/secureme-%11-anti%11theft-security-application-for-s60-3rd.htm&quot; title=&quot;SecureMe&quot;&gt;SecureMe&lt;/a&gt; is built based on the same concept.
&lt;/p&gt;
&lt;p&gt;
&lt;a href=&quot;http://www.skyestream.com/cart/shopcart_spy3_main.htm&quot; title=&quot;SkyeSpy&quot;&gt;SkyeSpy&lt;/a&gt; turns the situation around and alerts the observer autonomously. The application on the &amp;quot;spy&amp;quot;-phone is able to monitor the audio level of the surroundings. If it exceeds a threshold, the phone will contact a previously paired phone per SMS or a call.
&lt;/p&gt;
&lt;p&gt;
There might be other applications around that I missed, but the list should give you an overview of what is currently possible on a S60 phone.
&lt;/p&gt;
&lt;h2&gt;
SpyPhone / BabyPhone
&lt;/h2&gt;
&lt;p&gt;
Now the students &lt;a href=&quot;mailto:clemens.rainer@fh-hagenberg.at&quot;&gt;Clemens Rainer&lt;/a&gt; and &lt;a href=&quot;mailto:daniel.haslinger@fh-hagenberg.at&quot;&gt;Daniel Haslinger&lt;/a&gt; went up to the task of implementing this application via PyS60 and have released their results for free as an open source application called &lt;a href=&quot;http://www.symbianresources.com/projects/spyphone.php&quot; title=&quot;Spyphone / Babyphone&quot;&gt;SpyPhone or BabyPhone&lt;/a&gt;.
&lt;/p&gt;
&lt;p&gt;
Like the SkyeSpy-application, the phone constantly monitors the audio level of the surroundings. If a pre-defined threshold is exceeded, the phone automatically calls the number of a pre-defined &amp;quot;agent&amp;quot;.
&lt;/p&gt;
&lt;p&gt;
A good use-case would be the monitoring of a baby. When it starts to cry, the phone will automatically call the number of the parents. As the call is a normal voice connection, they can hear what&amp;rsquo;s actually happening. If it sounds serious, it&amp;rsquo;s about time they pay a visit to the child.
&lt;/p&gt;
&lt;p&gt;
Technically, the application is constantly working on two tasks. The first records the sound into a file on the device. In the meantime, the other task analyzes the previous sound file. The next step would be to add more sophisticated sound processing to the application. Instead of just calculating the volume like SkyeSpy does it as well, it would be possible to measure the frequencies in the recorded sounds and only react if these are in the range of the human voice.
&lt;/p&gt;
&lt;p&gt;
As the &lt;a href=&quot;http://www.symbianresources.com/projects/spyphone.php&quot; title=&quot;SpyPhone / BabyPhone&quot;&gt;SpyPhone / BabyPhone&lt;/a&gt; application is available as open source, it provides an ideal starting place for your own audio experiments in &lt;a href=&quot;http://sourceforge.net/projects/pys60&quot; title=&quot;PyS60 Project Page at SourceForge&quot;&gt;Python for S60&lt;/a&gt;.&lt;br /&gt;
&lt;/p&gt;</dc:description>
      
    <dc:subject>General</dc:subject>
      
    <dc:subject>Python</dc:subject>
      
    <dc:subject>S60</dc:subject>
     
    
  <dc:date>2009-01-04T19:07:32Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/01/04/whatisinmysis">
  <title>Explore .sis-files Online</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2009/01/04/whatisinmysis</link>
  <dc:description>&lt;p&gt;
&lt;table align=&quot;right&quot; border=&quot;0&quot; cellspacing=&quot;10&quot; width=&quot;215&quot;&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/whatisinmysis_overview.png&quot; alt=&quot;whatisinmysis.com logo&quot; /&gt;&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;em&gt;whatisinmysis.com analyzes the contents of your.sis files.&lt;br /&gt;
			&lt;/em&gt;&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
Ever wondered what&#039;s inside your .sis files? Which certificate was used to sign it? Does it have the right capabilities? Of course there are utilities that can help you with analyzing the contents. One of them is the &lt;a href=&quot;http://www.symbian-toys.com/sisxplorer.aspx&quot;&gt;SISXplorer utility&lt;/a&gt;, or you can also use the &lt;a href=&quot;http://www.niksula.cs.hut.fi/~jpsukane/sisinfo.html&quot;&gt;sisinfo Python-script&lt;/a&gt;. Both are available for free.
&lt;/p&gt;
&lt;p&gt;
But what if you don&#039;t want to install an application just to take a look at the contents of the .sis-file? Or what if you are working on a friend&#039;s PC that doesn&#039;t have the same, perfect setup as your own? &lt;a href=&quot;mailto:stefan.damm@fh-hagenberg.at&quot;&gt;Stefan Damm&lt;/a&gt; got into this situation from time to time, and then decided to make an online tool available.
&lt;/p&gt;
&lt;p&gt;
The website &lt;a href=&quot;http://www.whatisinmysis.com/&quot;&gt;whatisinmysis.com&lt;/a&gt; is an online interface to the &lt;a href=&quot;http://www.niksula.cs.hut.fi/~jpsukane/sisinfo.html&quot;&gt;sisinfo Python-script&lt;/a&gt;. You simply upload the .sis-file to the website, and it will display all the information about its contents. Easy, fast and free. No setup on your PC is required. The privacy statement on the site ensures that your uploaded files are deleted immediately after analysis.
&lt;/p&gt;
&lt;p&gt;
&lt;a href=&quot;http://www.whatisinmysis.com/&quot;&gt;whatisinmysis.com&lt;/a&gt; will display the following:
&lt;/p&gt;
&lt;ul&gt;
	&lt;li&gt;Contents of .sis file and installation directory of each entry&lt;/li&gt;
	&lt;li&gt;Capabilities of each executable (exe, dll, .pyd)&lt;/li&gt;
	&lt;li&gt;Certificate chain&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
If you find online services like the new one from Stefan Damm interesting, you might also want to bookmark &lt;a href=&quot;http://www.whythefuckwontmysisfileinstall.com/&quot;&gt;WhyTheFuckWontMySisFileInstall.com&lt;/a&gt;. It has got a slightly different focus: it provides information about the signing status and prints reasons or suggestions why installation of this .sis-file might fail on a device.
&lt;/p&gt;
&lt;p&gt;
Of course, &lt;a href=&quot;http://www.whatisinmysis.com/&quot;&gt;whatisinmysis.com&lt;/a&gt; has now also been added to &lt;a href=&quot;http://www.symbianresources.com/projects/whatisinmysis.php&quot; title=&quot;WhatIsInMySis.com @ symbianresources.com&quot;&gt;symbianresources.com&lt;/a&gt;. 
&lt;/p&gt;</dc:description>
      
    <dc:subject>General</dc:subject>
      
    <dc:subject>S60</dc:subject>
      
    <dc:subject>Symbian C++</dc:subject>
      
    <dc:subject>Testing</dc:subject>
     
    
  <dc:date>2009-01-04T18:27:09Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2008/12/15/qtmaterials">
  <title>New Qt Training Materials</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2008/12/15/qtmaterials</link>
  <dc:description>&lt;p&gt;
As you will most likely have noticed, Qt for S60 is going to be really big. Therefore, it&amp;rsquo;s a good idea to start learning Qt as soon as possible.
&lt;/p&gt;
&lt;p&gt;
One chance to do this is going to be the first public &lt;a href=&quot;(http://www.forum.nokia.com/Events/Webinars.xhtml&quot; title=&quot;Qt for S60 Webinars&quot;&gt;&amp;ldquo;Qt on S60&amp;rdquo; webinar&lt;/a&gt; (as announced by &lt;a href=&quot;http://blogs.forum.nokia.com/blog/lucian-tomutas-forum-nokia-blog/2008/12/09/let-s-talk-about-...-qt&quot; title=&quot;FN Blog posting about Qt on S60 Webinars&quot;&gt;Lucian Tomuta&lt;/a&gt;), which will be broadcasted in just two days (December 17th).
&lt;/p&gt;
&lt;p&gt;
To get an overview of what Qt can do for you and how to get Qt to do just that, you might additionally want to take a look at the new &lt;a href=&quot;http://www.symbianresources.com/tutorials/qt.php&quot; title=&quot;Qt course materials&quot;&gt;Qt course materials&lt;/a&gt; that have just been published at &lt;a href=&quot;http://www.symbianresources.com/&quot; title=&quot;symbianresources.com&quot;&gt;symbianresources.com&lt;/a&gt;.

&lt;/p&gt;
&lt;p&gt;
Three modules are already finished, which cover many of the general aspects of Qt cross-platform development, including:
&lt;/p&gt;
&lt;p&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Qt overview&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Signals and Slots&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Meta-Objects, Properties&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Widgets, Dialogs, Main Window&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Menus, Toolbars, Actions&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Events&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Layouts and Styles, low level painting&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Data types&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Internationalization&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Settings&lt;br /&gt;
-&amp;nbsp;&amp;nbsp;&amp;nbsp; Sockets / Files
&lt;/p&gt;
&lt;p&gt;
In the future, new modules with a special focus on unique aspects of Qt for S60 will be added. Due to the cross-platform nature of Qt, the features that have been covered in the general slide sets are of course fully applicable to all platforms that Qt runs on, including S60.
&lt;/p&gt;
&lt;p&gt;
Comments are very welcome, as this is a brand new addition to our curriculum in order to react as quickly as possible to future developments in the mobile world. I&amp;rsquo;m curious to see in what way it&amp;rsquo;ll all turn out and what kind of impact Qt will have on the Symbian OS-based community and the mobile community in general!
&lt;/p&gt;
&lt;div align=&quot;center&quot;&gt;
&lt;a id=&quot;res_1880&quot; href=&quot;http://www.symbianresources.com/tutorials/qt.php&quot; title=&quot;Qt training materials&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/qt-slides-small.jpg&quot; border=&quot;0&quot; alt=&quot;New Qt training materials at symbianresources.com&quot; /&gt;&lt;/a&gt;
&lt;/div&gt;
&lt;p&gt;
&amp;nbsp;
&lt;/p&gt;</dc:description>
      
    <dc:subject>S60</dc:subject>
      
    <dc:subject>Qt</dc:subject>
      
    <dc:subject>Training</dc:subject>
     
    
  <dc:date>2008-12-15T18:11:05Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2008/08/26/autocallback">
  <title>Automatically Calling Back Saves Money</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2008/08/26/autocallback</link>
  <dc:description>&lt;p&gt;
&lt;table align=&quot;right&quot; border=&quot;0&quot; cellspacing=&quot;10&quot; width=&quot;215&quot;&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/t_autocallback01.jpg&quot; alt=&quot;Auto Call Back&quot; /&gt;&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;em&gt;Auto Call Back can help you to save money.&lt;br /&gt;
			&lt;/em&gt;&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
Starting with today, I&#039;m now also on one of the hugely popular all-inclusive phone tariff plans. In Austria, every operator currently has a plan with a certain number of minutes (usually 1000 or more) included - essentially, a flat rate for around &amp;euro;19/month.
&lt;/p&gt;
&lt;p&gt;
On the other hand, many friends and relatives have minute-based plans, which can be rather expensive if they&#039;re calling to other operators.
&lt;/p&gt;
&lt;p&gt;
Rationally, it&#039;d be the best if I call someone with a minute-based plan back and don&#039;t accept his call. In this scenario, nobody of us pays anything (extra). Obviously, it&#039;s a bit of work - you have to discard the call, go to the call history and call back.
&lt;/p&gt;
&lt;h2&gt;
Automatic Call Back 
&lt;/h2&gt;
&lt;p&gt;
Already two semesters ago, two students (Dominik Brandlberger and Daniel Haslinger) developed a solution to this called &amp;quot;&lt;a href=&quot;http://www.symbianresources.com/projects/autocallback.php&quot; title=&quot;Auto Call Back&quot;&gt;Auto Call Back&lt;/a&gt;&amp;quot; (why always invent strange names if it can be that simple?). The whole call-back process is automated by the application.
&lt;/p&gt;
&lt;p&gt;
The result after one semester is a prototype and no commercial application - after all, both didn&#039;t have any serious Symbian OS development experience before and the whole issue turned out to be not so easy.
&lt;/p&gt;
&lt;p&gt;
Apparently, you can&#039;t easily cancel calls that you don&#039;t own through the public CTelephony-APIs of S60 3rd Edition-phones - it only seems to work if you accept them first and immediately cancel them. However, this means that the caller already has to pay up to one minute, no matter how short the call was. Therefore, the application now cancels the calls through simulating the red key. The disadvantage here is that the mailbox has to be turned off for rejected calls.
&lt;/p&gt;
&lt;p&gt;
But how does the app know for which contacts to do it? After the first initial experiments with an own database, the best solution turned out to put all those contacts into a special group. This also allows the user to easily manage the call-back contacts through the normal contacts-app of the phone; the call-back app doesn&#039;t have to re-invent the wheel.
&lt;/p&gt;
&lt;p&gt;
The prototype is &lt;a href=&quot;http://www.symbianresources.com/projects/autocallback.php&quot; title=&quot;Auto Call Back&quot;&gt;available for free&lt;/a&gt;, but of course not yet ready for real-world usage. It lacks many features and is by far not bug-free. Also, you need to sign it yourself through the &lt;a href=&quot;http://www.symbiansigned.com/&quot; title=&quot;Open Signed at Symbian Signed&quot;&gt;Open Signed&lt;/a&gt;-process from Symbian Signed.
&lt;/p&gt;
&lt;p&gt;
If anyone is clueless what application to develop next, I&#039;d be very interested in getting a finished and polished application that can do exactly what the prototype can do. Or is there already anything around on the web that I didn&#039;t find? 
&lt;/p&gt;</dc:description>
      
    <dc:subject>Connectivity</dc:subject>
      
    <dc:subject>Enterprise</dc:subject>
      
    <dc:subject>General</dc:subject>
      
    <dc:subject>S60</dc:subject>
      
    <dc:subject>Symbian C++</dc:subject>
     
    
  <dc:date>2008-08-26T18:18:15Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
  <item rdf:about="http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2008/03/18/mobile-game-controllers-problem-solved">
  <title>Mobile Game Controllers: Problem Solved!</title>
  <link>http://blogs.forum.nokia.com/blog/andreas-jakls-forum-nokia-blog/2008/03/18/mobile-game-controllers-problem-solved</link>
  <dc:description>&lt;p&gt;
&lt;table align=&quot;right&quot; border=&quot;0&quot; cellspacing=&quot;10&quot; width=&quot;215&quot;&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/t_mobipad1.jpg&quot; alt=&quot;MobiPad&quot; /&gt;&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;em&gt;Play all the games you want on your mobile phone using mobiPad. 
			&lt;/em&gt;&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
The article &amp;bdquo;&lt;a href=&quot;http://www.allaboutngage.com/features/item/Plausible_things_that_would_be_really_cool_on_N-Gage.php&quot;&gt;Ten plausible things that would be really cool on N-Gage&lt;/a&gt;&amp;ldquo; recently suggested that a Bluetooth game controller should be released for mobile phones. It&amp;rsquo;d greatly increase the way you could play your games.
&lt;/p&gt;
&lt;p&gt;
There have been several attempts at building dedicated gaming controllers for mobile phones. One recent example is the &lt;a href=&quot;http://zeemote.com/&quot;&gt;Zeemote JS1&lt;/a&gt;, which is a small Bluetooth joystick that you can easily take with you. &lt;a href=&quot;http://www.smartgamepad.com/&quot;&gt;Another controller&lt;/a&gt; more closely simulates a traditional gamepad layout.
&lt;/p&gt;
&lt;p&gt;
While these solutions might be good, there are some logical issues that might be problematic in real life:
&lt;/p&gt;
&lt;ul&gt;
	&lt;li&gt;Some controllers require a &lt;strong&gt;specific SDK&lt;/strong&gt; in order to use them on the phone &amp;ndash; currently, not many games support such proprietary SDKs, making the adoption of those controllers some kind of a hen-and-egg problem.&lt;/li&gt;
	&lt;li&gt;You have to &lt;strong&gt;buy extra hardware that you can only use for mobile phone gaming&lt;/strong&gt;. Most likely, only very few will consider themselves as hardcore phone gamers to go into a shop and buy gaming hardware that they can only use for their phone.&lt;/li&gt;
	&lt;li&gt;Compared to game controllers for game consoles, the controllers for mobile phones are selling at &lt;strong&gt;much lower volumes&lt;/strong&gt;. As prices usually go down with volume, you&amp;rsquo;ll not get the same &lt;strong&gt;bang for your buck / the same build quality&lt;/strong&gt; for a dedicated mobile game controller.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;
mobiPad
&lt;/h2&gt;
&lt;p&gt;
All of those three issues are solved by the new &lt;a href=&quot;http://www.mobi-pad.com/&quot; title=&quot;MobiPad&quot;&gt;mobiPad&lt;/a&gt; application developed by the students &lt;a href=&quot;mailto:alexander.erifiu@fh-hagenberg.at&quot;&gt;Alexander Erifiu&lt;/a&gt; and &lt;a href=&quot;mailto:mario.grammer@fh-hagenberg.at&quot;&gt;Mario Grammer&lt;/a&gt; at the University of Applied Sciences in Hagenberg (Austria) at the department of &lt;a href=&quot;http://www.fh-ooe.at/mc&quot;&gt;Mobile Computing&lt;/a&gt;.
&lt;/p&gt;
&lt;p&gt;
In a nutshell, mobiPad allows controlling your entire phone with the Nintendo Wii&amp;trade; Remote. This includes all games that you might have installed, as well as the rest of the phone like the media player. Essentially, the Wiimote is turned into a high quality wireless controller for your phone.
&lt;/p&gt;
&lt;p&gt;
Tests have shown that it&amp;rsquo;s not the best way to simulate digital keys (pressed or not pressed) using analogous motions of the WiiMote. As a consequence, you will usually control the games using a traditional d-pad. In contrast to the predecessor &lt;a href=&quot;http://www.symbianresources.com/projects/wiirider.php&quot; title=&quot;WiiRider&quot;&gt;WiiConnect / WiiRider&lt;/a&gt; (which allowed controlling a motorcycle game by using the Wiimote as a virtual handle of a motorbike &amp;ndash; free download at &lt;a href=&quot;http://www.symbianresources.com/projects/wiirider.php&quot; title=&quot;WiiRider&quot;&gt;symbianresources.com&lt;/a&gt;, the new mobiPad dropped support of motion control in favour of utilizing all keys as well as the d-Pad of the Wii Remote for optimal control of every game.
&lt;/p&gt;
&lt;p&gt;
Another very interesting aspect is the recent ascent of touch screen dominated phones. A touch screen makes it impossible to play mobile games that have not been specifically designed for it. This situation is true for most of the currently available Java ME games, and already applies to most of the SonyEricsson UIQ-based phones &amp;ndash; the keypad does not feature a joystick and the buttons are difficult for gaming due to their two-letter-input method. While this is a great feature, it just isn&amp;rsquo;t optimal for mobile games. Through mobiPad, you can play any standard game on those phones as well, no matter if they have QWERTY-keys or no keyboard at all!
&lt;/p&gt;
&lt;h2&gt;
Summary &amp;amp; Download
&lt;/h2&gt;
&lt;p&gt;
&lt;table align=&quot;right&quot; border=&quot;0&quot; cellspacing=&quot;10&quot; width=&quot;215&quot;&gt;
	&lt;tbody&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;img src=&quot;http://blogs.forum.nokia.com//data/blogs/resources/105214/grizzledizzle2.png&quot; alt=&quot;Grizzle Dizzle&quot; /&gt;&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;
			&lt;td align=&quot;center&quot;&gt;&lt;em&gt;&lt;a href=&quot;http://www.symbianresources.com/projects/grizzledizzle.php&quot; title=&quot;Grizzle Dizzle&quot;&gt;Grizzle Dizzle&lt;/a&gt; is a free Java ME-based Bluetooth multiplayer-game that was also developed by Alexander Erifiu, Mario Grammer and Kristin Lie&amp;szlig;. 
			&lt;/em&gt;&lt;/td&gt;
		&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
Getting back to the start of the posting, you can see how this solution solves the issues with dedicated mobile game controllers described above:
&lt;/p&gt;
&lt;ul&gt;
	&lt;li&gt;You &lt;strong&gt;don&amp;rsquo;t need an SDK&lt;/strong&gt; for using the Wii Remote to play games. Just start mobiPad and connect it to the WiiMote. The application will be active in the background and transform the wireless control input into simulated key input.&lt;/li&gt;
	&lt;li&gt;The Wii Remote is of course &lt;strong&gt;no specific mobile game controller&lt;/strong&gt;. Use it at home for your console, put it into your rucksack when you&amp;rsquo;re planning to travel and want to have a better gamepad with you.&lt;/li&gt;
	&lt;li&gt;Due to the enormous experience of Nintendo producing game controllers and the huge volumes, the &lt;strong&gt;build quality of the controller is great&lt;/strong&gt; and the price tag is good considering this.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
Alexander and Mario have released mobiPad as Freeware (donations are welcome), you can download it from their dedicated web site &lt;a href=&quot;http://www.mobi-pad.com/&quot; title=&quot;mobi-pad.com&quot;&gt;http://www.mobi-pad.com/&lt;/a&gt;. If you&#039;re searching for a new game to play using the Wii Remote, try &lt;a href=&quot;http://www.symbianresources.com/projects/grizzledizzle.php&quot;&gt;Grizzle Dizzle&lt;/a&gt;, which was created by the same developers and Kristin Lie&amp;szlig;, who did the wonderful graphics!
&lt;/p&gt;
&lt;p&gt;
&lt;a href=&quot;http://www.mobi-pad.com/&quot;&gt;mobiPad&lt;/a&gt; is available for S60 3rd Edition and UIQ 3.x. The current version (1.0) is Symbian Signed and has been tested very thoroughly, but due to the nature as a non-commercial research project, it might not be 100% bug-free. Please inform the developers of any issues you might encounter. Future versions might also include the possibility to define a custom key mapping. This mostly depends on your feedback!&lt;br /&gt;
&lt;/p&gt;</dc:description>
      
    <dc:subject>Entertainment</dc:subject>
      
    <dc:subject>Games</dc:subject>
      
    <dc:subject>S60</dc:subject>
     
    
  <dc:date>2008-03-18T17:08:47Z</dc:date>
    <dc:creator>mopius</dc:creator>
 </item>
 </rdf:RDF>