# Symbian SDK

## Recommended Posts

tulio    138
Hi, I´ve been around looking for a Symbian SDK. Sony erickson got one (UIQ) but it requires Code Warrior or C++ Builder X to run the system on a PC (an emulator). Does anyone knows any kind of SDK that have a free emulator or a free emulator that works with the UIQ? Anyway any suggestions about how to compile and run a Symbian Application on Windows or Linux is welcome. Thanks in advance []s Tulio C.

##### Share on other sites
McMcDonald    122
Hi!

go to forum.nokia.com, there you can download the nokia symbian sdk - there is an emulator and you can use visual c++ for programming.

McMc

##### Share on other sites
stimarco    1071

The Symbian SDK is based on the GNU development tools for ARM CPUs and can easily be used from the command-line instead of an IDE. You'll need to set up your own editor and make sure the paths are set accordingly, but even the emulator can be spawned from the command line.

The CodeWarrior support is there because most pros are already likely to have it, since CodeWarrior is one of the better tools for mobile development. (Their IDE is language-neutral, and also available for a number of other platforms.) CodeWarrior is also useful because it has a good debugger; the GNU tools can debug too, but it ain't pretty.

Finally, it's worth mentioning that, for gamedev, the Symbian emulator is all but useless: it uses the basic Win32 timer library to generate timer interrupts, which is particularly low-res at well under 20Hz. The actual Symbian hardware will generally run a timer at a much more useful 60Hz or higher, making it a better fit for inter-frame timing.

Symbian originally supported Visual Studio instead of CodeWarrior, but dropped this a while ago.

Hope this info is of use.

--
Sean Timarco Baggaley

##### Share on other sites
tulio    138
Quote:
 Original post by stimarcoFinally, it's worth mentioning that, for gamedev, the Symbian emulator is all but useless: it uses the basic Win32 timer library to generate timer interrupts, which is particularly low-res at well under 20Hz. The actual Symbian hardware will generally run a timer at a much more useful 60Hz or higher, making it a better fit for inter-frame timing.-- Sean Timarco Baggaley

That is bad. I do not have I Symbian OS and money neither. So There's anyway?
My main objective is build a 3D graphics engine a mobile platform (Symbian or J2ME preferred) what are the options?

##### Share on other sites
Hey Tulio,
I disagree that the emulator is totally useless.
If I understand correctly, you are very new to this field.
I would take the first month or so to get acquainted with the Symbian environment. There are numerous things to be learned, before jumping in to write a full 2D/3D engine.
For this end, the emulator is perfectly suitable.
Once you feel comfortable enough with the environment and you have a half decent design, you should start considering getting a real device.
I for one, do 80% of my work on the emulator, and just use the device to test actual performance.

I don't know where you are from, but these devices are not THAT expensive, and I know they are practically given away through some mobile carriers in europe (when joining a 3 year plan).

G'luck.

##### Share on other sites
Squirm    481
FYI, if you download the UIQ Borland C++ SDK, then it will work fine with visual C++, including creating the VC++ project files for you.

##### Share on other sites
Zaelsius    122
The Symbian SDK includes a command line utility to create workspaces and project files for Visual Studio. It's use is as simple as

(in your Symbian OS project folder)C:\>abld makefile vc6

Well in fact, you have to perform some additional steps but at least you save the pain of having to create a workspace from the ground.

However, when using the VS IDE, some tasks such as creating the .sis packages still have to be done through the command line. Codewarrior or another "specialized" IDE are easier at the beginning.

##### Share on other sites
tulio    138
Quote:
 Original post by adiashHey Tulio,I disagree that the emulator is totally useless.If I understand correctly, you are very new to this field.I would take the first month or so to get acquainted with the Symbian environment. There are numerous things to be learned, before jumping in to write a full 2D/3D engine.For this end, the emulator is perfectly suitable.Once you feel comfortable enough with the environment and you have a half decent design, you should start considering getting a real device.I for one, do 80% of my work on the emulator, and just use the device to test actual performance.I don't know where you are from, but these devices are not THAT expensive, and I know they are practically given away through some mobile carriers in europe (when joining a 3 year plan).G'luck.Adi.

Adi, I must expressed myself wrong. I really did not want to say that the emulator is totally useless.

I am really new in Symbian Programming. I am an undergraduated student and I've been working as research assistant in CG field most focused on Real-Time Rendering. I am confortabla about C/C++ OpenGL programming and have some academic experience with J2ME - MIDP.

I first tried to do this machine in J2ME but it seems to be impossible due to my deadlines. I've saw a JSR about a 3D API for J2ME but as far as I know it does not have been implemented yet. So I decided to do it for Symbian (If possible with OpenGL ES).

In Brazil a "symbian PDA" is quite expensive. So no way to buy, at least for now.

All the replies to this topic is being very useful. So I am going to continue...

Is there any emulator to Symbian - OpenGL ES?

Thanks.

[]s

##### Share on other sites
Guest Anonymous Poster
Quote:
 Original post by ZaelsiusThe Symbian SDK includes a command line utility to create workspaces and project files for Visual Studio. It's use is as simple asabld makefile vc6Well in fact, you have to perform some additional steps but at least you save the pain of having to create a workspace from the ground.

Not many additional steps. Before this do

bldmake bldfiles

After that

abld build wins udeb

per any resource change. Don't forget to do it if you change MBM file - vc project don't see changes like that. Also keep in mind that default VC project compile to disk Z, not C/E. Can be a hassle if you are reading/writing files from app directory.

##### Share on other sites
serg3d    100
(my post before) Also about simulator - for me 90% work is on simulator.I do playtesting only on device. Device-only bugs are quite few and easy to catch even without on-device debugging (of cause if it's a single bug, that is why I do on-device testing after every day-worth coding) Timer is not a prolem at all - I'm ajusting it so the game running 1/2 of realtime on the simulator, if I have to check if animation smooth enough.

About OpenGL ES. There is no phone sold with hardware implementation, and about software 3d - I'm a strong supporter of in-house 3d engine. Ther is a lot of game-specific triks which can improve 3d performance a lot, but which can be done only if you can change rendering algorithm.

##### Share on other sites
tulio    138
Quote:
 Original post by serg3dAbout OpenGL ES. There is no phone sold with hardware implementation, and about software 3d - I'm a strong supporter of in-house 3d engine. Ther is a lot of game-specific triks which can improve 3d performance a lot, but which can be done only if you can change rendering algorithm.

My work is a academic one in a one-semester course. It does not have serious peformance requirements. What you think is the best choice?

Where can I find good Symbian Tutorials, References? Anything...

[]s

Thanks one more time...

##### Share on other sites
Guest Anonymous Poster
Quote:
 Original post by tulioMy work is a academic one in a one-semester course. It does not have serious peformance requirements. What you think is the best choice?

If you are non-profit you can hardly afford third-party engine. The ones I'm aware of are cost significant money. May be Mophan 3d have freeware opportunity, you can check it. If you would deside in-house route there is a working 3d example in forum.nokia.com, with source code, fixed point math, vector and renderer library. You can use it as a basis for your engine.
For symbian tutorial - best way to buy some book and download sdk from nokia or Sony-Ericsson, depending which phone you have.
Nokia SDK is self-containing, it has all docs, samples nad some manuals.

##### Share on other sites
serg3d    100
Yep, and for start check pages
www.symbian.com
forum.nokia.com
www.newlc.com

##### Share on other sites
Zaelsius    122
Quote:
 May be Mophan 3d have freeware opportunity, you can check it.

The Mophun SDK does not allow to test games on your device unless you are a "certified developer"(developing a commercial game).

BTW: It's a nice API.

##### Share on other sites
tellman    121
Tulio

If all you need is have some academic work done, I don’t see why you would need an actual hardware/device. As many people have mentioned it – you need one to actually test performance if you want to sell your application or something. For research – emulators will suffice.

For generic Symbian OS:

Go to Library. They have all info and SDKs you need to start coding for Symbian OS.

For Nokia’s Symbian OS implementation:

www.forum.nokia.com is your best resource. They have all the documentation you need for their proprietary Symbian OS implementation for their devices. Get Series 60 SDK read some Info about 3D programming for it.

- It probably won’t matter to you (unless you want to test on a real device) but Nokia uses their custom UI libraries on top of Symbian core OS – since Symbian OS leaves the implementation of UI interface to a device manufacturer.

Another popular UI API is UIQ which is used by Sony-Erricson and Motorolla.

For OpenGL ES

As you probably already know Khronos is behind this API and all the information is on their site. There is NO ACTUAL hardware/device that has it. But the next version of Symbian OS v 8.0 will have this standard imbedded – so the devices that will use it will have it (couple of years from now I guess).

Nevertheless there is an Handheld SDK from Nvidia – it has all you need to develop you application with OpenGL|ES.

Others

Mophun: an SDK if free and designed specifically for game developers. It’s 3D API is similar to OpenGL but is a completely proprietary implementation. Their documentation is very bad, so if you never worked with 3D – it’s hard to catch-up. The API is implemented as a virtual machine (like Java) – so it runs as software on Symbian and other OSs. It is optimized though – so it runs better then J2ME.

J2ME 3D: well, you know. JSR 184 is not going to appear in SDK form soon.

There are many 3D libraries, though, all over the net. Some of them are even free even if not the best in performance.

[Edited by - tellman on July 15, 2004 5:24:15 PM]

##### Share on other sites
tulio    138
Ok,

I think it is all I need for now. At the end of the semester (that will be early in september) I plan to show to you the results of my work. I want to improve the machine after the course and for that I would like to keep on touch with all of you.

My e-mail is mtuliocfa@msn.com .

[]s

Tulio C.

##### Share on other sites
ibawt    122
FYI the WTK beta has JSR-184