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In short, the time of the mobilemultimedia developer has arrived.This enthusiastic uptake in consumption of media-rich content andapplications is, in part, down to a new generation of consumer –‘Generation C’. This generation has grown up in a world where theInternet, text messaging and on-demand services have been a naturalpart of the fabric of day-to-day life. Mobile technology, the Internet,interactive entertainment and social networking are basic factors in theirlives.
It’s not an exclusive club, though; these technologies are adoptedby a broad demographic across every continent.The success of Nokia’s Nseries phones, in particular, the uptake of thepopular Nokia N95, confirms the appeal of the converged device. It offersfunctionality suited to high-quality multimedia entertainment, surpassingdedicated single-function consumer devices in many categories. Products from Motorola, Samsung and Sony Ericsson that have focused onparticular types of mobile entertainment, such as photography or music,have cemented the Symbian smartphone as the consumer convergenceplatform of choice.
At the time of going to press, Handango Yardstickdata showed that there were more new mobile content titles released forSymbian OS than any other single smartphone platform in 2007 and justover 206 million Symbian smartphones shipped worldwide; it took eightyears to ship 100 million units and only a further 18 months for the next100 million.1 The Handango Yardstick is a report about mobile applications. Yardstick data isavailable from the Press Room at corp.handango.com.FOREWORDxiAt Motorola, we are excited by the chance to use Symbian OS todeliver the best interactive mobile applications and experiences. TheMOTORIZR Z8 introduced single-click usability for seamless mediasharing, for example while photo-blogging.
With the MOTO Z10 wefurther built on this, placing professional video-editing capabilities intohandsets for the first time, allowing a user to quickly create a videoblog with audio dubbing, transition effects and text overlays. The closerelationship between Symbian, chipset manufacturers and UI vendorsforms a powerful platform for phone manufacturers like us to build on.We have been able to use Symbian OS to create fully-featured deviceswhich offer an intuitive user experience for multimedia creation andplayback and for sharing and easily discovering new content. As anopen platform for aftermarket developers, Symbian OS also has a strongdeveloper ecosystem to ease the creation of applications. In the firstquarter of 2008, Symbian reported that 9282 third-party Symbian OSapplications had been released, a 24% increase on 31 March 2007.2This book has been created by subject experts inside Symbian andthird-party developers who have worked with Symbian OS.
If you areplanning to work with mobile multimedia, it demonstrates how to useSymbian OS to write a powerful multimedia application and how tomanage the complexity and exploit the power of the platform. You canbenefit from the combination of the authors’ experience and knowledgewhile learning how to build mobile entertainment applications that ridethe wave of convergence.Andrew Till, Motorola, 2008.2 SymbianFast Facts are available at www.symbian.com/about/fastfacts.html.About this BookThis book forms part of the Symbian Press Technology series.
It explainsthe services available to C++ developers wishing to create rich multimediaexperiences for smartphones built on Symbian OS v9.1 and later.What Is Covered?Chapter 1 introduces the convergence trends that make mobile multimedia an exciting market sector in which to work.
The history and evolutionof multimedia on Symbian smartphones is covered, along with a lookat what the near future holds in terms of new features and functionality.The first chapter avoids technical jargon wherever possible and shouldbe of interest to anyone wanting to catch up with the latest technologicaldevelopments in the multimedia sector in general, and on Symbian OSin particular.The remaining chapters of the book are technical and targeted atdevelopers working with Symbian OS v9.1 and later. Where the functionality discussed is not available in Symbian OS v9.1, but in later versionsonly, this is highlighted and the version where it was introduced is listed.Although many of the APIs described were available earlier than SymbianOS v9.1, we give no details of their use in earlier versions and we makeno guarantees of source compatibility.Devices built on Symbian OS v9.1 include those based on S60 3rdEdition (starting with the Nokia 3250, N80 and E60) and those built onUIQ 3.0 (starting with the Sony Ericsson P990, M600 and W950).
All laterxivABOUT THIS BOOKdevices based on the same UI platforms should have both source andbinary compatibility with these original devices (although, of course, theyadd further features). For S60 this includes, for example, the Nokia N95and LG KS10 (based on S60 3rd Edition Feature Pack 1, using SymbianOS v9.2) as well as the Nokia N96 and the Samsung SGH-L870 (basedon S60 3rd Edition Feature Pack 2, using Symbian OS v9.3). On the UIQplatform, this also includes the Motorola MOTORIZR Z8 and MOTO Z10(based on UIQ 3.1 and UIQ 3.2 respectively, both using Symbian OSv9.2).Chapter 2 looks at the architecture of the multimedia subsystem onSymbian OS, giving an overview of the structure, frameworks and component parts.
It also provides some essential background material on otherkey platform features related to multimedia – the ECOM framework,platform security and the content access framework.Chapter 3 provides a complete guide to the onboard camera API,which allows developers to access the digital camera hardware presenton many Symbian smartphones. The steps required to query the presenceof cameras on a device and reserve them for use are explained, followedby details of viewfinder, still image and video frame capture functions.Chapters 4 and 5 are dedicated to the video and audio features,respectively, of the Multimedia Framework (MMF).
The video chapterexplains some important background concepts relating to digital videostorage and delivery. It then goes on to describe the components of theMMF video architecture and their roles in playback and recording beforeexamining the APIs available for client applications. The audio chapterdelivers an example-based walkthrough of the various APIs available forplaying and recording sounds, explaining which ones to use in differentscenarios. Following that, there is a discussion of the lower levels of theaudio infrastructure, upon which the client APIs are built.Chapter 6 is an in-depth exploration of the Image Conversion Library(ICL), the part of Symbian OS used for any manipulation of still images orsmall animations.
It covers encoding, decoding, scaling and rotation ofimages in any of the formats supported by the platform. Some of the usecases can be quite complex so there is plenty of example code availableto clarify the details. Chapter 7 then provides an introduction to the TunerAPI, which can be used to access radio tuner hardware on some Symbiansmartphones. It discusses the availability and use of this fairly simple API,as well as some potential future extensions.Chapter 8 discusses best practice for multimedia developers. It’spacked with tips and tricks that could potentially save you hours ofre-design or debugging later in your projects and is well worth an initialread, then bookmarking and referring to as you work on your multimediaproject.ABOUT THIS BOOKxvWho Is This Book For?The core audience for this book is experienced application developerswanting an introduction and reference guide to the multimedia featuresof Symbian OS.
You will also find this book useful if you are:• porting multimedia code from other platforms• working for a phone manufacturer or a partner company, creatingnew devices based on Symbian OS• writing plug-ins to extend the multimedia functionality of new orexisting devices.All chapters but the first in this book are technical and assume a workingknowledge of Symbian C++. The basic idioms and details of day-to-dayworking, such as how to get a working development environment orhow to create ‘Hello World,’ are not included here. If you need moregeneral information about developing on Symbian OS it can be found inother titles in the Symbian Press series (see the References and Resourcessection at the end of this book). In addition, there are a number offree papers and booklets available on the Symbian Developer Networkwebsite (developer.symbian.com).While this book doesn’t cover the lowest levels of the multimediasubsystem in the detail required for the device creation community, itdoes provide a useful overview for those handset developers who arenew to the area.
Chapter 2, in particular, should be very valuable forthose working on hardware abstraction and adaptation, as well as built-inmultimedia applications.Similarly, for those developing multimedia plug-ins, some of the implementation details are beyond the scope of this book, but an understandingof the relevant framework and its use by client applications will help youto deliver better components. In any case, where the details are missingfrom this book, you should find pointers to further material. Failing that,a list of other resources can be found in the References and Resourcessection.Where appropriate, we’ve used a number of code snippets in eachchapter; these have been tailored specifically to illustrate the topic inquestion.