Documents/Examples
Latest Documents/Examples

C++ Developer's Library
The C++ Developer's Library is an integrated package of information for developers wishing to use the S60 platform to develop mobile C++ applications and services. The library includes a C++ API Reference Guide. It also provides links to the Symbian OS online library, and to documentation and example applications available on Forum Nokia. The main library focuses on the S60 releases that have a wide representation on the market, while the extension library introduces the features of the newest S60 releases, for future devices. The libraries are available as a stand-alone version, as an Eclipse plug-in and in HTML format online. The stand-alone and Eclipse plugin formats support searching through the Eclipse platform.

Series 40 Platform: FAQ
This document answers questions developers and business managers ask about the Series 40 platform.

Series 40 Platform: Introductory White Paper
This document provides an overview of the Series 40 platform.

Java™ Technology FAQ
This document answers frequently asked questions about Nokia’s implementation and support for Java™ technology.

S60 3rd Edition: Creating Custom Message Type Modules (with Example)
Download this C++ document and code example to learn how to create Message Type Modules (MTMs) for S60 3rd Edition and later releases. The target audience is e-mail developers implementing their own e-mail protocol (for example, Push e-mail service), where preinstalled S60 platform e-mail MTMs (POP3, IMAP4) cannot be used. The package demonstrates how to develop and install an MTM, how to create an account (mailbox), how to create a simple viewer/editor implemented as a server application, how to provide support to send from other applications, and how to receive notifications of new messages. Message sending and receiving are echoed locally. Note that Symbian platform security imposes heavy capability requirements for MTMs (up to ALL -TCB capabilities) and thus the application has to be signed using the Manufacturer Approved Developer Certificate.

Flash Lite 2.0: Screen Saver and Wallpaper
This document explores the different features of Flash Lite 2.0 for creating dynamic screen saver and wallpaper animation. The concepts discussed include using ActionScript to adjust the visual content to fit the stage, and creating visual interest with randomness and the application of a dynamic mask.

S60 Platform: Bluetooth API Developer's Guide
This document provides information on how to develop Bluetooth applications in C++. In Symbian OS, the Bluetooth API consists of various components, and there are also some additional S60 APIs. The document describes how to perform typical Bluetooth tasks such as discoverability and service advertising, device and service discovery, and communication using different protocols. Security and platform security, configurations, and changes in the Bluetooth API v2 architecture (introduced in S60 2nd Edition, Feature Pack 2) are also described. The document provides several code snippets from separately published code examples.

Mobile Design Showcases
This document highlights some
examples of good mobile design, evaluating them on the basis of interactivity, easy-of-use, and visual look.

Java ME for Nokia Platforms eLearning
This eLearning module gives a brief tutorial on how to start developing Java ME applications for Nokia mobile platforms. This module includes the development process, the use of standard Java ME features, and the use of additional MIDP APIs. The module assumes some familiarity with the Java programming language and basic object-orientation concepts.

Advertising in Mobile Devices
This article provides guidelines for effective, user-friendly mobile advertising. The guidelines are divided into three subcategories: General, Placement, Content and Context, and Taking care of the user.

Carbide.c++ FAQ
This document answers frequently asked questions about the Carbide tools and Carbide.c++.

Beyond Browsing, Web 2.0 Goes Mobile
Event presentation

WidSets APIdocs
The WidSets API specifies the facilities available for the WidSets Scripting Language. The API documentation is available in online and downloadable format.

WidSets QuickStart
Start WidSets development by checking the QuickStart Web page.

S60 Platform: 3D Game Engine Example with Sensor Support
This C++ example application demonstrates a simple 3D engine. The engine produces a simple car game where you can drive a car around a wide parking lot. Everything seen on the screen is rendered in 3D. The example utilizes OpenGL ES and the application dynamically scales on all screen sizes of S60 devices.

Flash Lite QuickStart
Start Flash Lite development by checking the QuickStart Web page.

The Value of Good Design
This article gives an explanation to what is good design and why it should be pursued in the first place. The article discusses the very core of design and the value that good design can bring to the end product. The article also takes a look into design today and tomorrow.

Java™ ME Developer's Library
Java™ ME Developer's Library is a complete resource package with introductory, getting started, tutorial, and API level information for developers wishing to use the S60 or the Series 40 platforms for developing mobile Java applications or services.
This library is available in HTML format online, as a stand-alone version and as an Eclipse plug-in.

Getting Started with Mobile Design
This document provides an overview to different aspects of mobile designing, such as the mobile context, tools, and standards. The challenges of mobile design are discussed with guidance of how to overcome them.

Python for the S60 Platform eLearning
Learn about Python, the open source programming language optimized for rapid application prototyping. It is an object-oriented scripting language that is easy to learn and use and supported on many platforms. This module gives students an idea of where and how the language can be used, and show how to write Python programs that run on the S60 platform. The module assumes some familiarity with object-oriented programming languages.



