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| 作者简介: Ben Morris joined Psion Software in October 1997, working in the software development kit team on the production of the first C++ and Java SDKs for what was at that time still the EPOC32 operating system. He led the small team that produced the SDKs for the ER5 release of EPOC32 and, when Psion Software became Symbian, he took over responsibility for expanding and leading the company's system documentation team. In 2002, he joined the newly formed System Management Group in the Software Engineering organization of Symbian, with a brief to 'define the system'. He devised the original System Model for Symbian OS and currently leads the team responsible for its maintenance and evolution. He can be found on the Internet at www.benmorris.eu |
| About this Author Acknowledgements Glossary of Terms Introduction Part 1: The Background to Symbian OS 1 Why Phones Are Different 1.1 The Origins of Mobile Phones 1.2 From 2G to 3G 1.3 Mobile Phone Evolution 1.4 Technology and Soft Effects 1.5 Disruption and Complexity 1.6 The Thing About Mobile Phones 2 The History and Prehistory of Symbian OS 2.1 The State of the Art 2.2 In the Beginning 2.3 The Prehistory of Psion 2.4 The Beginnings of Symbian OS 2.5 The Mobile Opportunity 2.6 Background to the First Licensee Projects 2.7 Device Families 2.8 Operating System Influences 3 Introduction to the Architecture of Symbian OS 3.1 Design Goals and Architecture 3.2 Basic Design Patterns of Symbian OS 3.3 Why Architecture Matters 3.4 Symbian OS Layer by Layer 3.5 The Key Design Patterns 3.6 The Application Perspective 3.7 Symbian OS Idioms 3.8 Platform Security from Symbian OS v9 4 Introduction to Object Orientation 4.1 Background 4.2 The Big Attraction 4.3 The Origins of Object Orientation 4.4 The Key Ideas of Object Orientation 4.5 The Languages of Object Orientation Part 2: The Layered Architecture View 5 The Symbian OS Layered Model 5.1 Introduction 5.2 Basic Concepts 5.3 Layer-by-Layer Summary of the Symbian OS v9.3 Model 5.4 What the Model Does Not Show 5.5 History 6 The UI Framework Layer 6.1 Introduction 6.2 Purpose 6.3 Design Goals 6.4 Overview 6.5 Architecture 6.6 A Short History of the UI Architecture 6.7 Component Collections 7 The Application Services Layer 7.1 Introduction 7.2 Purpose 7.3 Design Goals 7.4 Overview 7.5 Legacy Application Engines 7.6 Architecture 7.7 Component Collections 8 The OS Services Layer 9 The Comms Services Block 10 The Base Services Layer 11 The Kernel Services and Hardware Interface Layer 12 The Java ME Subsystem 3 Notes on the Evolution of Symbian OS Part 3: Design Case Studies 14 The Use of Object-oriented Design in Symbian OS 15 Just Add Phone 16 One Size Does Not Fit All: The Radical User Interface Solution 17 System Evolution and Renewal 18 Creative Zoo or Software Factory? Appendix A:Symbian OS Component Reference Appendix B:Inteviewee Biographies References Index |
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