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Wiley.Games.on.Symbian.OS.A.Handbook.for.Mobile.Development.Apr.2008 (779888), страница 78

Файл №779888 Wiley.Games.on.Symbian.OS.A.Handbook.for.Mobile.Development.Apr.2008 (Symbian Books) 78 страницаWiley.Games.on.Symbian.OS.A.Handbook.for.Mobile.Development.Apr.2008 (779888) страница 782018-01-10СтудИзба
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293com.nttdocomo... 304–16compatibility issuesbackground 31, 32–7Symbian OS 35–7Compress 97compression ratios, formats98–100CONE 72, 85–6, 121cone.lib 70–1, 112configurationssee also profilesconcepts 266–7Connect 194–8Connected Device Configuration(CDC) 266–7Connected Limited DeviceConfiguration (CLDC) 3,266–74, 290–1, 300, 303–4connection drops, multiplayergames 157–8, 164–5connectivity 5, 11–12, 37, 39,240see also Bluetooth; GPRS; IrDA;USB; WiFigames platform comparisons11–12ConQwest 180, 192const 71INDEXConstructL 77–8, 129–42,196–8, 212–14, 231contacts 240content access framework (CAF)149content aggregators, background18, 19–20, 23–5control conceptssee also CCoeControl...drawing 68–74, 102–3, 109reuse 69UI platforms 69Controller, Third Degree casestudy 285–9convergence issuesgames platform comparisons11–12Symbian OS 5, 11–12, 123–4Convert 102cookies, online multiplayer games164–5coordinated points, rendered text113–14Copy 96–7costs, business challenges 37,342–50Coulton, Paul 175–216CPeriodic 46–9CPUs 46, 60, 64, 84, 115–21,147, 249–50see also ARM processorsCQikViewBase 109–10CQUiConfigClient 108–9Create 88–90, 101–4credit cards 22–3CRoidsContainer 96cross-platform support, graphics62–3, 268, 294CRRSensorApi 204–7CRT displays 67cryptography 221–2, 225–6, 249CTelephony::GetIndicator57CTiltMeAppView 205–7CTimer 46–9, 55–7, 77–8cultural issues 38custom controls, concepts70–121custom services 166, 170–1,173–4, 342Airplay Online 166, 170–1,342CustomCommand...

147CVibraControl 208–9CVibraPoolAppView 211–14CVibraPoolView 211–14CVideoPlayerUtilitysee also video...concepts 116–20CWindowGc 71, 73–4see also graphics contextCWsBitmap 85–6, 96–7, 100D: drive 59see also removable mediaD3D Mobile 346data caging 219–20data layouts, DSA 79–80DataAddress 95–7Davies, Twm 17–18, 61–121Day of the Figurine 178de Jode, Martin 279debuggingAirplay 343, 345–6Xray 334–5decimals, fixed point numbers232, 234–6decks, network operators 21, 26decoded images, ICL 62, 100–4demo games, N-Gage 259–60deployment costs, Airplay 343,347–8deployment environment, Airplay341–50descriptors 223–4design considerationssee also developers...audio 125–6, 133, 275–6DoJa 301–2Flash Professional CS3 321,327–8, 329–33mobile games 36, 37–8, 52,105–11, 125–6, 159, 165,240, 275–80, 301–2, 321,327–8, 329–33multiplayer games 159, 161,165355scalable applications 105–6,165desktop PCs see PCsdestroyApp 277, 278–81developers of mobile games17–20, 31, 37–8, 43–60,217–37, 243–4, 246–8,262–4, 270–89, 341–50background 17–20, 31, 37–8,43–60, 217–37, 262–4batteries 12, 38, 44, 54–5, 67,72, 77C/C++ standards support217–37, 248–9DoJa 301–19Flash Lite 321–35Java ME 270–80, 282–9N-Gage developers 243–4,246–8, 262–4native platforms 31types 17–19device independence 63Device Status API 249–50DevSound 124–8, 135, 136,138–42see also CMMFDevSoundbuffers 138–42concepts 124–8, 135, 136,138–42dialog boxes 69, 75–6digital cameras see camerasDigital Chocolate 19, 24, 263Digital Rights Management (DRM)37, 125, 129–30, 149,244–5, 255, 258digital signing 29digital TV 11–12Diplomacy 158direct screen access (DSA)70–83, 84–90, 97, 110–11,183–7abort/restart sequence 76–8,82–3, 88–90access modes 75–6API overview 75–6, 110–11changes in windows 82–3concepts 70, 74–83, 84–90,110–11, 183–7example code 77–83356direct screen access (DSA)(continued )graphics context 78–83,183–7key classes 75pixel data 79–82, 84–90, 97,183–7roles 75–6scalability applications110–11uses 75–6DirectX 225disk space, concepts 59Disney 2, 21Display API, N-Gage 251display memorysee also LCD...concepts 67–8Displayable.isShown 277distribution methods 12, 18,19–25background 18, 19–25built-in games 25content aggregators 18, 19–20,23–5diagrammatic overview 24independent channels 18,22–3manufacturers 23, 25network operators 18, 19–22,24, 25–6types 18, 20–5user experiences 25–6DLLs 219–22, 316–18dlsym 219, 221–2DoCancel 47–8, 101–2, 195–8DoCoMo see NTT DoCoMoDoJa 6, 29, 32, 41, 267, 270,272, 297–319, 338see also NTT DoCoMo3D graphics 297, 316–18background 297, 299–319design considerations 301–2developers 301–19DoJa 2.5 overview 302–10Eclipse 302–3, 313–16emulator 302–10Irritant demo application305–15INDEXMascot 297, 316–18MIDP 297–301, 310–13restrictions 298–301Third Degree 297, 312–13Doja Developer Network 319Donkey Kong 175Double 267double bufferingsee also off-screen bitmapsconcepts 83–90, 138, 270–1downloading 20–2, 25–6, 32,39, 59, 165–7, 256–9, 335,342Draw, concepts 70–4, 103–4,115, 185–7DrawBackgroundStars 96–7drawing 62–3, 68–121see also graphicsAPI overview 70–1, 110–11application-initiated drawing71–2basics 70–2bitmap drawing performance92–4concepts 68–83, 110–11control concepts 68–74,102–3, 109custom controls 70–121double buffering 83–90,270–1DSA 70, 74–83, 84–90, 97,110–11, 183–7primer 68–74redraws 69, 72–4, 83rendered text 14–15, 64–7,105–7, 111–15, 341–50reused controls 69scalability APIs summary110–11shapes 73–4, 114–15system-initiated drawing 71–2tearing problems 62, 86–90,111tips 86WSERV 50–1, 69–83,110–11, 121, 183–7DrawLine 74, 79–83DrawNow 103–4, 185–7, 207,213–14concepts 71–4, 85–6, 103–4DrawRect 187DrawText 113–14drift 48DRM see Digital RightsManagementDS portable game players 8,10–12, 38, 241DSA see direct screen accessDVDs 65, 335dynamic librariessee also librariesDLLs 219–22, 316–18symbolic lookup 219,221–2E: drive 59see also removable mediae-reader bar code scanners11–12EA see Electronic ArtsECam 181–2ECam.h 182, 183–4ecam.lib 182Eclipse 271–2, 302–3, 313–16,332–3EColor...

81–2, 91–4ecosystem, Flash 335EEventKey 50–1EEventKeyDown 50–1EEventKeyUp 50–1EFormat... 196–8EGL 230–1EGray... 91–4EKA2 217, 298–9Electronic Arts (EA) 19, 263electronic gamessee also mobile gamesanimation analogies 65–6distribution methods 12, 18,19–25historical background 1–2, 64,175–6, 239–44mobile/portable contrasts10–12, 275movie analogies 1–2, 65overview 1–41platforms 10–12, 27–32INDEXplayers 16–17, 25–7statistics 1–2, 8–10, 16–17,39–40, 297–8types 13–16emails 15, 36EMdaPriorityNormal129–38, 144–7EMdaPriorityPreferenceTime 129–34, 136–8,144–7EMdaPriorityPreferenceTimeAndQuality 129–34emerging markets 6, 17emulator 49, 53, 80, 82, 94, 256,302–10, 345–6see also debugging...bitmap drawing performance94DoJa 302–10UIQ 53encoded images, ICL 62, 100–4EndDraw 77–8, 82, 90EndUpdate 88–90EOpen 145–7EPOCHEAPSIZE 58equalizers 152ERequestor...

196–8ergonomics 11–12, 240,275–6Ericsson 2Europe, statistics 17EV-DO 39eventssee also active objectsSymbian OS game basics44–60EVibraMode... 211–14EVibraStatus... 211–14EVwsViewEventTimeOut 46exec 220, 223–4, 236EXEs 219, 220–2Exit Games Neutron 4.0 174expired games, N-Gage 259–60extern 223fbscli.lib 183–4FBServ, concepts 94–7FBS.h 183–4FDT 332–3feature phones 5–8, 9–10, 23,41, 175–6definition 5lifespans 35smartphone contrasts 5–6, 41statistics 6–10, 297–8Symbian OS 8, 41Feeny, Diarmuid 39–40FIFA Soccer 242FIFOs 220File and PIM API, Java ME269–74, 301fileio 218–20FileNewL 101–4fileserversee also base services layerSymbian OS 3–4Final Fantasy 13, 15finding difficulties, mobile games25–6FindMe 194–8FindMeActive.h 195FindSensorsL 205–7Firefox 322firewalls 166Fireworks 332fixed point numbers 232, 234–6FIXED 2 FLOAT 235–6FIXED 2 INT 235–6Flash 23, 32, 41, 105, 106–7,174, 227–8, 234, 299, 319,321–35see also vector-based graphicsAVM 322–3, 324–9background 321–35Flex 322–3, 332–3historical background 321–3platform versions 321–3Web 2.0 322–3Flash IDE see Flash ProfessionalCS3Flash Lite 32, 41, 105, 234, 299,319, 321–35ActionScript 322–3, 324–31,332–5Adobe Bridge 331–2Adobe Device Central 331–2background 321–35357community resources 335debugging 334–5developer site 335developers 321–35Eclipse 332–3ecosystem 335FDT 332–3Flex 322–3, 332–3Japan 321, 323–4layers 328–9MovieClip 327–9, 334–5MTASC 333OOP 326–7overview 324–9suitability considerations 324SWF files 324–33Symbian OS 325–35tools 329–35training resources 335versions 323–4Xray 334–5Flash Professional CS3 321,327–8, 329–33Flex, Flash 322–3, 332–3flexibility benefits, Symbian OS3–4, 38–41flicker fusion factor 65Float 267FLOAT 2 FIXED 235–6floating point constraints 43, 59,221, 232, 234–6, 249–50,267, 272, 300Flush 82flushGraphics 313FM radio 240focus changes, game loops 54–6,77–83FocusChanged 54FOMA 3G network 4, 6, 34–6,41, 69, 298–9, 338see also i-mode; MOAP; NTTDoCoMobackground 298–9closed aspects 6, 298–301font and bitmap server see FBServfonts 94–7, 111–15, 252–3N-Gage API 252–3rendered text 111–15358footprint constraints, mobile games59foreground, DSA 76–83fork 220, 223–4, 236formats, compression ratios98–100Forum Nokia 40, 60, 174, 199,223, 263, 276–7, 290,292–3, 324, 337–8FourCC code 136–8, 140fps see frames per secondfragmentation issues 34–5,268–70frame buffers 62–3, 67–8, 82,87–90, 110–11concepts 67–8, 82, 87–90,110–11definition 67, 68LCD controllers 67–8, 82,88–90tearing problems 62, 84,87–90frame ratesconcepts 45, 64–7, 93–4,95–7, 284–9definition 45, 64LCD controllers 67–8, 82,88–90performance issues 66–7,93–4in practice 66–7FrameBufferReady 183–7frames 45–6, 54–5, 62,64–127frames per second (fps) 45, 65–7,93–4FreeBSD 218Freescale 8FriendsOfEd 335Fujitsu 2, 270future prospectsJapan 318–19mobile games 38–41, 175–6,318–19Symbian OS 38–41G-MIDI 143–4see also MIDIINDEXGalaxian 175Game API, Java ME 270–1Game Boy series 10–12‘game deck’, N-Gage 239–44game loopsattract mode 55–7concepts 43–60, 77–83definition 44–5diagrammatic overview 45–6focus changes 54–6, 77–83heartbeat timers 46–9, 54–5,64, 77–8keypad input 44–6, 49–52power-saving states 44, 54–5,56–7, 226pseudocode example 45–9saved data 57screen input 45–6, 52–3stages 44–6system events 54–7timer active objects 46–9,54–5, 77–83user activity simulation 56–7user inactivity issues 54–7, 60game rooms 291–3GameEffects, Third Degree casestudy 285–9GameEngine, Third Degree casestudy 285–9Gameloft 19, 263, 318–19GameMIDlet, Third Degree casestudy 285–9games see electronic games;mobile gamesgames consoles 1–2, 8–9,10–13, 17, 19, 32–3see also Nintendo...; Sony...;Xbox...platform comparisons 10–12portability/compatibility issues32–3Symbian OS compared 11–12GameScreen, Third Degree casestudy 285–9GameState, Third Degree casestudy 285–9Gartner 2–3Gc 78–83, 88–90see also graphics contextGCC compiler 344GCID 293GDR 252Geisler, Roland 239–64geographical positionssee also location...concepts 188–93GetDegreesString 198GetIndicator 57GetScanLine 95–7GetSupportedInputDataTypesL 140–2GIF format 98–100, 104, 121gIFX 224Global Gaming Network 174global positions system (GPS) 5,11–12, 188, 189–91, 193–8,325–6concepts 189–91, 193–8historical background 189–90mobile games 190restrictions 190global real-time gameplay, onlinemultiplayer games 162–3,168–70, 173, 342Glofun 190Glu Mobile 19, 263Google maps 100GPRS 29, 159–60, 162–3, 177,189, 223, 240Bluetooth contrasts 160transfer rates 160, 162GPS see global positions systemGPUs 64, 347graphics 11–16, 28–9, 30–2,38–40, 44–6, 47–9, 61–121,123, 152, 200–8, 231–4,268–74, 316–18, 341–50see also drawing; screens2D graphics 11–12, 31–2,111, 121, 227–32, 253,282–93D graphics 11–12, 14–15,30, 31–2, 61–3, 66, 105,111, 152, 200–8, 231–4,268–74, 316–18art development costs 343,346–7audio 123INDEXbitmaps 73–83, 84–104,183–7, 251–2concepts 14–15, 38–40,61–121, 231–4, 341–50cross-platform support 62–3,268, 294custom controls 70–121design considerations 38,105–11double buffering 83–90,270–1example code 62formats 98–100, 253frame buffers 62–3, 67–8, 82,87–90, 110–11frame rates 45, 64–7, 93–4,95–7, 284–9game loops 44–6, 47–9,77–83games platform comparisons11–12, 30–1historical background 62–3,239–44‘hitting the metal’ 63–4images 62, 97–104, 251–2less useful APIs 121overview 62–4pixels 79–82, 84–97, 105–11,183–7quality issues 38–40rendered text 14–15, 64–7,105–7, 111–15, 341–50scalable applications 105–11Symbian OS 61–121, 231–4tearing problems 62, 86–90,111vast range 61vector-based graphics 63–4,106–7, 111, 121, 224–8,253, 321–35video playback 61, 62, 74,115–21, 239–44, 253–4graphics artistsimages 98rendered text 111–12graphics context 62, 70–83,85–90, 92, 104, 113–15see also WSERVbitmap conversions 92, 104class hierarchy 73concepts 73–4, 85–6, 92,113–15DSA 78–83rendered text 113–15uses 73, 85grayscale, concepts 91–4Great Ape Software 18GSM/GPRS 29, 159–60, 162–3,188–9, 243GUI 70Gunnarsson, Thor 15Gunslingers 189H.263 video format 116H.264 video format 116HAL see Hardware AbstractionLayerHall, Kenji 198Halo 3 1, 13, 171Handango 22, 23, 24, 323HandleCommandL 49–50HandleDataEventL 205–7HandleGainingForeground76–8HandleLosingForeground76–8HandlePointerEventL 52–3HandleResourceChange 109HandleUiConfigChangedL109–10haptic interface technologiessee also vibrationconcepts 208–16‘hardcore’ games, concepts14–16hardware 5, 11–12, 34–5, 36–7,38, 63, 90–1, 105–11,115–16, 121, 124–8,175–216, 250–1, 266–8see also manufacturers3D motion sensors 178,179–80, 198–207accelerated codecs 115–16,121, 125–8, 224–6, 231–4cameras 5, 11–12, 36–7, 177,178–87, 253–4, 304concepts 175–216, 250–1359device independence 63diverse range 34–5, 105–11,115–16, 124–5‘hitting the metal’ 63–4location information 188–98N-Gage 256–7proximity/presence uses214–16specifications 34–5, 38, 90–1,115–16, 124–5, 175–216,244–5vibration 207–16, 289Hardware Abstraction Layer (HAL)80–2hardware interfaces, Symbian OS3–4HardwareBitmap 77–8Harrison, Richard 70Hayun, Roy Ben 266header files 70–1, 75–6, 87,99–100, 112, 116, 218–20heads-up displays (HUD) 284–9heapsbitmaps 94–5concepts 94–7, 273–4heartbeat timers, concepts 46–9,54–5, 64Heath, Craig 220Height 79–83, 89–90Helix DNA 153Hello World! 303–4HI Corporation 316–18Hietala, Nigel 299, 321–35High Seize 241–2high-resolution timers 48–9, 251high-speed graphics 87HighRes 48–9‘hitting the metal’, hardware63–4hobbyists 17–18Holloway, John 14, 18, 31Hooked On: Creature of the Deep246Hotspot Implementation VM 272HSDPA 162HTTP 164–5, 169, 301, 304,315–16HUD see heads-up displaysHudson 318360HWRMVibraClient.libhwrmvibra.h 209INDEX209i-appli 299–310see also DoJai-mode 27, 298–313, 319see also DoJaI-play 19, 263iAccSensor 205–7IAP 160iBackupBitmap 85–6iBitmapDevice 85–6iBitmapGc 85–6iCamera 183–7ICL see image conversion libraryicons 98–9, 106–7IDC 6Ideaworks3D 14–15, 25, 37, 40,157–74, 226, 237, 341–50see also Airplay...identification of players, onlinemultiplayer games 164–5,167, 169, 189–90, 342IDEs 271–2, 328, 344–5iDsaRect 81–2IEEE standards 220iFrameCounter 81–2, 89–90Iguana Mobile 323iKeyState 49–50, 52–3Illustrator 330–2image conversion library (ICL) 62,100–4API overview 100concepts 100–4key classes 100multimedia framework 101multithreaded support 100–2plug-ins 101pre-loaded multiple images103–4imageconversion.h 100imageconversion.lib 100ImageReady 183–7imagessee also bitmapsconcepts 62, 97–104,251–2graphics artists 98loading issues 97–104manipulations 97–104N-Gage API 252pre-loaded multiple images103–4Imagination Technologies 232IMEIs 167IMP see Information Module Profileimplied locationsee also location...concepts 191–3IMPS Backbone Services, N-Gage172–3in-game community category,SNAP Mobile features291–3in-game connected game playingcategory, SNAP Mobilefeatures 291–3in-game notifications, N-Gage173Inactivity 55–6inactivity issuesinput 54–7, 60, 275–6users 54–7, 60, 275–6incremental asset downloads,online multiplayer games163, 171independent channels, background18, 22–3independent game developers,background 17–18India 6, 17Indiagames 263Informa 10Information Module Profile (IMP)267–8infra-red 11–12, 301InitializeComplete 140–2InitializeL 140–2inputconcepts 34–5, 38, 43–60,63–4, 178–216inactivity issues 54–7, 60,275–6keypad input 44–6, 49–52,63–4, 69–70, 178screen input 45–6, 52–3,63–4, 69–70, 79–83, 178Input API, N-Gage 251Insectopia 178installation, SIS files 63, 111–12,127, 218, 222–3, 325–6,329–30instant messaging 172–3INT 2 FIXED 235–6integers 59, 232, 234–6see also fixed point numbersintellectual property rights 19,177, 221, 300internal game states, game loops45–6Internet 5, 11–12, 27, 98–101,157, 158–9, 160–5, 298–9see also web...Flash Web 2.0 322–3i-mode 27, 298–9information sources 151multiplayer games 157,158–9, 160–5OTI 22interruptions 13–14, 37–8,43–60, 64, 75–6, 133IPC mechanisms, P.I.P.S.

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