ABSTRACTmatthdanny.blog.binusian.org/.../M0214-06PLM-02-05-01.docx · Web viewInside the QML...
Transcript of ABSTRACTmatthdanny.blog.binusian.org/.../M0214-06PLM-02-05-01.docx · Web viewInside the QML...
MOBILE PROGRAMMING
BLACKBERRY
Oleh
Geofrey Vincent 1501142176
Kevin 1501147851
Danny 1501148135
Jordy Jonatan 1501151262
Calvin 1501151880
06 PLM/Group 5
Universitas Bina Nusantara
Jakarta
2013 – 2014
Table of ContentsABSTRACT..........................................................................................................................................3
CHAPTER 1.........................................................................................................................................4
Introduction..........................................................................................................................................4
1.1 Background...........................................................................................................................4
1.2 Scope......................................................................................................................................4
1.3 Purpose and Benefits............................................................................................................5
1.3.1 Purpose..........................................................................................................................5
1.3.2 Benefits..........................................................................................................................5
1.4 Methodology..........................................................................................................................5
1.5 Systematic of Writing...........................................................................................................5
CHAPTER 2.........................................................................................................................................7
Literature Review.................................................................................................................................7
2.1 Theory / General.........................................................................................................................7
2.1.1 Definition of Software..........................................................................................................7
2.1.2 Definition of Programming.................................................................................................7
2.1.3 Definition of Operating System (OS).................................................................................7
2.1.4 Definition of Compiler.........................................................................................................7
2.1.5 Definiton of Encapsulation..................................................................................................7
2.1.6 Definition of Polymorphism................................................................................................8
2.1.7 Definition of Inheritance.....................................................................................................8
CHAPTER 3.........................................................................................................................................9
Discussion..............................................................................................................................................9
What is BLACKBERRY ?...............................................................................................................9
Overview of the IDE.........................................................................................................................9
IDE in BlackBerry............................................................................................................................9
Build applications using the IDE...................................................................................................18
How to Compile?............................................................................................................................18
How to Publish?..............................................................................................................................19
Where’s the Community?..............................................................................................................21
CHAPTER 4......................................................................................................................................22
Conclusion and Suggestion................................................................................................................22
4.1 Conclusion.................................................................................................................................22
4.2 Suggestion.................................................................................................................................22
References...........................................................................................................................................23
CURRICULUM VITAE....................................................................................................................24
ABSTRACTBlackberry is an advanced mobile smart phone that most people are using to keep in touch
with others. So that many Blackberry application developers want to develop the Blackberry
application in order to ease the usage of Blackberry and most people can do with the
smartphone Blackberry. Each feature have each own specifications and its own functions but
have connection to others in order to make a better system within the applications in
Blackberry. In order to that, learning the mobile applications programming is a must.
The purpose of writing is to understand about the basic information about Blackberry, the
IDE(Integrated Development Environment) that Blackberry are currently using, how to
compile the application, how to publish the application into the media, and Blackberry
community.
The analysis methodology tha used in the writing of this paper is data collection methods.
Data collection method is done by literature study from several journals and website to
support the purpose of writing this paper.
The result achieved from this paper is to know about how Blackberry mobile application is
designed, constructed, tested, and implemented. Beside that, we can know the mobile
programming language that are usually used by Blackberry developers. We must know how
to publishing too, because without that knowing, we cannot get the user feedback in order to
improve the mobile application for Blackberry.
Overall the conclusion of this study is intended to show the language in making the
programming of the Blackberry OS and all of the contents and its features.
Keyword
Blackberry mobile application, IDE, Programming Language, Compiling, Publishing, and
Blackberry Community.
CHAPTER 1
Introduction
1.1 BackgroundBlackberry is nowadays mobile phone that are used by many people especially
at Indonesia. Blackberry are used by many people at Indonesia because of its
easy chatting feature that other mobile phone cannot provide. BBM stands for
Blackberry Messenger that cannot be used by other mobile phone. But now we
don’t discuss about the BBM, otherwise we will discuss about other
application in Blackberry because Blackberry have many other application that
have special feature in it.
One of the special feature in Blackberry is many people that can keep in touch
with other people anywhere and anytime. We can also use it to other usage like
send and receive email, design image, and as a reminder for working. Another
reason that Blackberry is very popular is, we can access internet in our
handheld, and Blackberry was the first handheld that enable user to access the
internet directly from their handheld.
For now our very concern is about mobile programming in Blackberry. In
order to know and develop more about application in Blackberry, we must
know the basic knowledge about mobile programming that Blackberry used.
The application language that Blackberry are using is Java and C++. And the
environment that Blackberry are using Momentics IDE. The compiler that
Blackberry are using is JDK ME. The tools that we can use for mobile
application programming is Eclipse and JVM.
1.2 ScopeThis paper is limited by the scope of the several journals that only discuss in
Blackberry about what is Blackberry, IDE that Blackberry are using, how to
compile the mobile application for Blackberry, how to publish it into the
media, and the Blackberry community.
1.3 Purpose and Benefits
1.3.1 Purpose
The main purpose of this paper is to understand about the what is Blackberry,
IDE that Blackberry are using, how to compile the mobile application for
Blackberry, how to publish it into the media, and the Blackberry community.
1.3.2 Benefits
The benefit that could be attained will listed in below:
- For The Writer
o Have an information about Blackberry mobile programming.
o We could understand more about IDE, compile the Blackberry
application programming, and how to publish them.
o Have an information about Blackberry community.
1.4 MethodologyThe method that is being used in this paper is data collection or literature
study. In this method collecting data and information are being done by
looking from related journals and website about Blackberry mobile
programming.
1.5 Systematic of WritingChapter 1: Introduction
In this chapter explains about background of establishing this
paper, scope, purpose and benefits, methodology and systematic of
writing as well.
Chapter 2: Literature Review
In this chapter explains about all the theories that is going to be
used and as a framework within the writing and arranging in this
paper.
Chapter 3: Discussion
In this chapter describes about Blackberry mobile programming. We will
discuss about the what is Blackberry, IDE that Blackberry are using, how to
compile the mobile application for Blackberry, how to publish it into the
media, and the Blackberry community.
Chapter 4: Conclusion and Suggestion
In this chapter consists of essays about the conclusion that has been
done by completing research and suggestions that we found during
the research.
CHAPTER 2
Literature Review
2.1 Theory / GeneralThe theories on which the writing basic as follows:
2.1.1 Definition of SoftwareAccording to (Satzinger, Jackson, & Burd, Object-Oriented Analysis and Design
with Unified Process, 2005)p4, Software is a computer program that when executed
provide desired features, function, and performance.
According to (Rainer & Cegielski, 2011)p40, software is a program or collection of
programs that enables the hardware to process data.
According to (Liang, 2011)p29, Computer programs, known as software, are
instruction to the computer, telling it what to do. Computers do not understand
human languages, so you need to use computer languages in computer programs.
2.1.2 Definition of Programming
According to (Liang, 2011)p29, Programming is a creation of a program that is
executable by a computer and performs the required tasks.
2.1.3 Definition of Operating System (OS)
According (Liang, 2011)p31, The operating system (OS) is the most important
program that runs on a computer, which manages and controls a computer’s
activities.
2.1.4 Definition of Compiler
According to (Liang, 2011)p43, A compiler is software program that translates the
source program into a machine-language program.
2.1.5 Definiton of Encapsulation
According to (Schildt, 2005)p9, Encapsulation is a programming mechanism that
binds together code and the data it manipulates, and that keeps both safe from
outside interference and misuse.
2.1.6 Definition of Polymorphism
According to (Schildt, 2005)p10, Polymorphism (from the Greek, meaning “many
forms”) is the quality that allows one interface to access a general class of actions.
2.1.7 Definition of Inheritance
According to (Schildt, 2005)p10, Inheritance is the process by which one object can
acquire the properties of another object.
CHAPTER 3
Discussion
What is BLACKBERRY ?Blackberry was one of the first smart phones to come on the market. Blackberry is a smart
phone and a mobile email device that is made by Research in Motion. Why the people use
BlackBerry? The main reason that most people use a BlackBerry is because it allows them to
keep in touch with it anywhere they are to access the mobile internet. We also can use it as a
mobile phone, to send and receive email, or as an instant messenger. Another reason that
Blackberry is very popular is, we can access internet in our handheld, and Blackberry was the
first handheld that enable user to access the internet directly from their handheld. Blackberry
also offer us the QWERTY keyboard and their big screen that makes user easier to use it, and
also easy to find in the market.
Overview of the IDEIDE itself stands for Integrated Development Environment which is enables programmers to
develop software. IDE usually consist of source code editor, built automation, tools and a
debugger, some also contain compiler. IDE purpose is to reduce configuration, setup time, so
that the programmer can increase their productivity in developing system.
IDE (Integrated Development Environment) is based on the Eclipse Platform developed by
the Eclipse Foundation, an open consortium of tools vendors. It was a programming
environment that had been made into an application program, typically it was consisting of a
code editor, a compiler, a debugger, and also a graphical user interface (GUI) builder. The
IDE may be a standalone application or may be included as part of one or more existing and
compatible applications. The IDE provide a user-friendly framework for many modern
programming language, such as VB (Visual Basic), Java, and PowerBuilder. Many People are
designing a web sites today by using an IDE (such as HomeSite, DreamWeaver, or
FrontPage) for web site development that automates many of the tasks involved.
IDE in BlackBerryThe IDE that we use in the Blackberry is Momentics IDE, it has been to incorporate and into
the Eclipse framework several QNX-specific plugins that has been designed for building
projects, it means for target systems that running in the BlackBerry 10 operating system. The
tool suite provides a single, consistent, integrated environment, regardless of the host platform
you're using (Windows, Mac, or Linux). However for all of the plugins it works from most
vendors within the Eclipse framework are used in the same way. To create the UI in the
editor, we can edit both C++ files and QML files. The editor provide some syntax
highlighting, formatting, code folding, and code completion for both C++ and QML.
There are some tools in developing Blackberry in order to develop its software, such as Java,
C++, and QML. Below, we will give a short summary of the three tools
1. Eclipse
Eclipse is a programming language that is mostly written in Java. It used to develop
applications and also could develop applications in other programming language, such as:
C, C++, JavaScript, PHP, etc. The Eclipse Software Development Kit (SDK) includes the
Java Development Tools (JDT) that enables user to have an automated Java compiler.
And it need Java Virtual Machine (JVM) as a tool to execute the Java programming
language and Java ME provides a robust, flexible environment for applications running
on mobile and embedded devices: mobile phones, set-top boxes, Blu-ray Disc players,
digital media devices, M2M modules, printers and more.
Java ME technology was originally created in order to deal with the constraints associated
with building applications for small devices. For this purpose Oracle defined the basics
for Java ME technology to fit such a limited environment and make it possible to create
Java applications running on small devices with limited memory, display and power
capacity.
2. C++
C++ is one of the most popular intermediate-level programming languages. It has
implemented on a various operating systems. C++ provides user with some features that will
help user in developing their software. C++ could act as an UI creator in developing
Blackberry. Here’s some example in creating UI through C++:
1. Create The Root Container
The first thing we have to do is creating the root container that will hold the
background and all of the UI components. We should inherit the container into
two containers, one for images, and another one for the slider. And we also need
to use a StackLayout to stack the images container above the slider container.
// Create the root containerContainer *contentContainer = new Container();contentContainer->setLayout(StackLayout::create());
contentContainer->setTopPadding(20.0f);
References: (Create your UI with C++, 2014)
Next, we set the background color for the Container.
// Set the background to a dark colorcontentContainer->setBackground(Color::fromARGB(0xff262626));
References: (Create your UI with C++, 2014)
2. Add Images
Now we have to create a container inside the inherit class from the root container
to hold our images. We need to use DockLayout to make sure the images is on top
of another one, and we set its alignment in center position.
// Create the images containerContainer *imageContainer = new Container();imageContainer->setLayout(new DockLayout());imageContainer->setHorizontalAlignment(HorizontalAlignment::Center);
References: (Create your UI with C++, 2014)
After that, we must create all of our images. First, we have to find the source
folder of the images and make their alignment centered horizontally and vertically
within their parent container. After we've created the images, we add them to the
image container.
// Create the night imageImageView* night = ImageView::create("asset:///images/night.jpg");night->setHorizontalAlignment(HorizontalAlignment::Center);night->setVerticalAlignment(VerticalAlignment::Center);
// Create the day imageImageView* day = ImageView::create("asset:///images/day.jpg").opacity(0);day->setHorizontalAlignment(HorizontalAlignment::Center);day->setVerticalAlignment(VerticalAlignment::Center);
// Add the images to the image containerimageContainer->add(night);imageContainer->add(day);
References: (Create your UI with C++, 2014)
3. Add a Slider
Now we have to create the last container to hold the slider. We use a left to right
StackLayout to stack the icons and slider horizontally. Some padding also needed
to give some space between it and the edges of the screen and the container above
it. The alignment is also set centered with its parent container.
// Create the slider containerContainer* sliderContainer = Container::create() .left(20.0f).right(20.0f).top(25.0f).bottom(25.0f);sliderContainer->setLayout(StackLayout::create() .orientation(LayoutOrientation::LeftToRight));sliderContainer->setHorizontalAlignment(HorizontalAlignment::Center);
References: (Create your UI with C++, 2014)
After that, we create two image icons and. Next, we set some margins on both
ends of the slider to push the icons out and also set alignment to make it centered
horizontally, and also set the weight so that it expands to take up all the available
space in the container by using HorizontalAlignment::Fill.
The slider contains fromValue and toValue properties, which used to scale the
slider when the slider is in the left-most position its value is 0.0, and when it is in
the right-most position its value is 1.0. This is necessary because we can change
the image’s opacity using the slider, since opacity is also on a scale
from 0.0 to 1.0.
// Create the sliderSlider* opacitySlider = Slider::create() .leftMargin(20.0f).rightMargin(20.0f);
opacitySlider->setLayoutProperties(StackLayoutProperties::create() .spaceQuota(1.0f));opacitySlider->setHorizontalAlignment(HorizontalAlignment::Fill);
// Create the moon iconImageView* moon = ImageView::create("asset:///images/moon.png");moon->setVerticalAlignment(VerticalAlignment::Center);
// Create the sun iconImageView* sun = ImageView::create("asset:///images/sun.png");sun->setVerticalAlignment(VerticalAlignment::Center);
References: (Create your UI with C++, 2014)
After finish creating a slider, we must make it able to send events to the day
image to let it know that it needs to change its opacity. We can complete this by
using the signals and slots construct. Slot is a function to call some event, and a
signal is a function that when called, it will call the slots. In this case, the slot is
day image's setOpacity() function, which accepts a float as a parameter. The
signal is slider's immediateValueChanged() function, which accepts a float that
represents the current slider position. We know we can connect the two of them
together because both signatures have the same variable.
// Connect the immediateValueChanged() signal// to the setOpacity() function.
// The connect) function returns a Boolean value.// Make sure to test the return value to detect any errors.
bool result = connect(opacitySlider, SIGNAL(immediateValueChanged(float)), day, SLOT(setOpacity(float)));
// The Q_ASSERT statement indicates that the slot failed to// connect to the signal. This Q_ASSERT statement is only present in// debug loads. Make sure you know exactly why this has happened.// This is not normal, and will cause your app to stop working!Q_ASSERT(result);
// Indicate that the variable "result" isn't used in the rest// of the app. This prevents a compiler warning.Q_UNUSED(result);
References: (Create your UI with C++, 2014)
Every time the slider is moved, the immediateValueChanged() signal will tell the
slot to changes the opacity to reflect the new slider position.
After that, we have to add the slider and the moon and sun images to the slider
container, and add all the containers to contentContainer. Finally, we create an
instance of Page using contentContainer, and set the scene by
calling Application::instance()->setScene(page).
// Add the slider and icons to the slider container sliderContainer->add(moon); sliderContainer->add(opacitySlider); sliderContainer->add(sun);
// Add the image and slider container to the content container, // then add the content container to the root contentContainer->add(imageContainer); contentContainer->add(sliderContainer);
// Create a page using the root container and set the scene Page *page = new Page(); page->setContent(contentContainer);
app->setScene(page);}
References: (Create your UI with C++, 2014)
When you run, the application should be finished.
3. QML
QML is a language to designing UI applications. QML stands for Qt Meta Language. QML
also can be integrated and combined with C++ files.
import bb.cascades 1.2
Page { Container { //Todo: fill me with QML Label { // Localized text with the dynamic translation // and locale updates support text: qsTr("Hello World") + Retranslate.onLocaleOrLanguageChanged textStyle.base: SystemDefaults.TextStyles.BigText } }}
References: (Create your UI with QML, 2014)
Inside the QML document, the root component is Page, a subclass of AbstractPane, which
represents a page that will display what you want to see in your application. The next
component is the root Container for the application. In this case, the only object in the
container is a basic Label that has a textStyle set and is marked for translations using
the qsTr() function.
The first thing we have to do is create a root Container, because it will hold all of the app’s UI
elements. And after we create it, we can edit such as the background color, add images, add a
slider.
Here is the step if you want to create a simple UI by using a QML:
1. Choose your color:
Select a color for your background, and your QML file should look like this:
import bb.cascades 1.2
Page { Container {
id: containerID background: Color.create ("#262626") topPadding: 20.0 layout: StackLayout {} }}
References: (Create your UI with QML, 2014)
Now the application already has a background. We can directly see the layout and
check whether it is aligned with our code or not. As you update your code, the QML
Preview is updated along with it. You can switch to the preview by clicking the
Design Mode button at the top of the editor.
2. Add Images
We need to create another Container to hold our images.
// The images containerContainer { horizontalAlignment: HorizontalAlignment.Center layout: DockLayout {}
References: (Create your UI with QML, 2014)
Different with the root Container, this container uses a DockLayout, because we want
to put the layer in front of one another and dock them to the center of the container.
The alignment of the Container is set to horizontal center alignment so that it is
centered within its parent's stack layout.
Now we can insert the images that we want to input into the container.
Each image alignment is set so that the images are centered horizontally within their
parent's DockLayout.
3. Add Slider
Finally, we need to create one more Container. This was created to hold our slider.
// The slider containerContainer { leftPadding: 20 rightPadding: 20 topPadding: 25 bottomPadding: 25 layout: StackLayout { orientation: LayoutOrientation.LeftToRight }
References: (Create your UI with QML, 2014)
The biggest difference with another container is that we’re changing the direction of
the layout, so it will move from left to right, despite top to bottom. We also give some
padding on each side of the container so that its content will not pushed right up
against the edge of the screen and the container above it.
// The night image
ImageView {
id: night
imageSource: "asset:///images/night.jpg"
horizontalAlignment: HorizontalAlignment.Center
}
// The day image. Opacity is set to 0.0 on construction
// so that the night image is visible behind it.
ImageView {
id: day
opacity: 0
imageSource: "asset:///images/day.jpg"
horizontalAlignment: HorizontalAlignment.Center
}
} // End of the images container
References: (Create your UI with QML, 2014)
The last thing we must do is insert our image icons and slider to the container. We add
margins to each end of the slider so the sun and moon icons are not flush against its
edges. This little bit of space makes the UI seem less crowded and more visually
appealing. We also set the spaceQuota to 1 so that the slider takes up any extra
available space in the container.
// The moon icon ImageView { imageSource: "asset:///images/moon.png" verticalAlignment: VerticalAlignment.Center } // The slider used to adjust the opacity of the image Slider { leftMargin: 20 rightMargin: 20 horizontalAlignment: HorizontalAlignment.Fill layoutProperties: StackLayoutProperties { spaceQuota: 1 } onImmediateValueChanged: { // This is where the day-night opacity // value is set. day.opacity = immediateValue; } } // The sun icon ImageView { imageSource: "asset:///images/sun.png" verticalAlignment: VerticalAlignment.Center } } // End of the slider container } // End of the root container} // End of the page
References: (Create your UI with QML, 2014)
The Slider has fromValue and a toValue property, which we can use to set a scale for
the slider. The slider also has an immediateValueChanged()signal, which is emitted
while the value of the slider is changing.
In order to capture the signal, a corresponding signal handler is needed to be
implemented. A signal handler in QML is simply the signal name with the "on" prefix
(in this case, it's onImmediateValueChanged). Within the signal handler, we then set
the opacity of the day time image to the new position of the slider.
Just build and run the application and you're done.
References: (Create your UI with QML, 2014)
Build applications using the IDEHow to make an application by using IDE? After we search through a set of related windows,
the IDE presents various ways of viewing and working with all the components that comprise
your system. In terms of the tasks you can perform, the toolset lets you:
- organize your resources (projects, folders, files)
- edit resources
- collaborate on projects with a team
- compile, run, and debug your programs
- analyze and fine-tune your system's performance
The IDE that we use doesn't require you to abandon the standard BlackBerry 10 operating
system tools and Make a file structure. On the contrary, it relies on those tools. If you
continue to build programs at the command line, you can also benefit from the IDE tools, such
as the QNX System Analysis tool, which can literally show you, in dynamic graphical ways,
exactly what your system is doing.
How to Compile?After we make a QML files that are stored within the app’s assets folder in the file system,
Compiling the application would be become another way that you can decrease your app’s
loading times, because in the application they doesn’t need to compile the resources again. To
help speed up the load times for QML you just need to compile your QML files as a resource.
So, when you compile your QML as a resource the QML will not technically compiled since
it was still needed to be parsed and read.
However there are still 4 tasks that you need to complete if you want to compile the QML into
your own application, and that 4 tasks are described below:
1. Create the .qrc file
Why we need to create this .qrc files? Because the first step to compiling the resources
is to create this .qrc files in the same location that we save our project file. In this case, the file
we save will be called as a qrc-assets.qrc and it is created.
2. Modify the .pro file
Next after we create the .qrc file and have saved in the same location as the project
file, we need to modify our application’s project file into a reference. Why we need to modify
it? Because we need to make the reference of the .qrc file that you created.
3. Make a reference .qml files
Within your java application code, you need to make changes to how you load a .qml file into
the application. The example of this reference:
QmlDocument *qml = QmlDocument::create("asset:///main.qml");
And you must change it into this one:
QmlDocument *qml = QmlDocument::create("qrc:/assets/main.qml");
4. Filter out other .qml files
And Then the last tasks that you need are to filtering the other .qml files, why?
Because you need to prevent the application from mistakenly scanning and loading the .qml
files rather than those bundled in the binary, you should ensure that the .qml files are removed
from the assets directory on the device.
How to Publish?If you want to publish your BlackBerry Application there are already a place for you to
publish it and it was in the BlackBerry World but for you to publish your application you must
do this, there are 7 task that you must do if you want to publish your application:
- Getting Started
In here, you need to learn how to prepare your application and get your releases ready to post
on the BlackBerry World storefront.
- Setting up your app in BlackBerry World
After you have worked hard to create your awesome app, now what you need to do is to
review a tips, then start with the guidelines for naming your apps, check that your release is
ready, if you don’t already have one of the vendor account then you need to apply for a
vendor account in the vendor portal, after that you need to review your guidelines and criteria,
then submit your app, create a release and add any digital goods, when you’re ready then all
you need to do is submit your apps for approval.
- Uploading your release and adding digital goods
Before you can submit your app for approval and distribute it on BlackBerry World storefront,
what you need is to add a release. After when you add a release then you have upload your
application and information for export regulations, user safeguards, and digital rights.
- Managing apps and running reports
If you want to manage your apps, you can search for your apps on the vendor portal and
change the content for your app to become what you design then you need to apply to the built
for the Blackberry program. Not just that, in the vendor portal you can also make your apps
become available or unavailable on the BlackBerry World so you don’t need to be afraid that
your apps will collapse from the BlackBerry World. If it does, just make it available again
then. And for the report just create it on BlackBerry World vendor portal by log in into your
account and just make your annual reports in the options.
- Managing vendor portal accounts
Just register for creating a vendor account, there is no registration fee, after that the
BlackBerry will reviews your application and will sends you an email message if you are
approved, then after you have the account just manage your vendor portal just what you like.
- Make your release note
By you making a release note so that any people that looking into your application will know
that there are a new features and when you upgrade your application there are fixed issues and
known issues will be shown in your vendor account.
- FAQ (Frequently Asked Questions)
You must make this to give a knowledge for the users of your application which is support for
the blackberry operating system version, what is the application general for the users, making
a purchasing, billing and invoicing. The support that you used.
Where’s the Community?You can see the community for the BlackBerry at the support forum; in there you can search
for a Community at a glance, the community activity and the community hub such as blog
feed, a recently solved problem, and such as BlackBerry solutions, training and certification
then the cloud services for Microsoft office 365.
Blackberry community Indonesia one of them is berryindo.com, when you want to know more
about berryindo.com, all in FORUM http://www.BerryIndo.com/forum Blackberry Indonesia
Community Share BlackBerry Info, Updates, News, Jokes. Berryindo.com provide
information sharing about developing application in Blackberry.
CHAPTER 4
Conclusion and Suggestion
4.1 Conclusion We understand about the Blackberry mobile application and its features. As we know that
Blackberry mobile application needs Momentics IDE as its environment while creating
Blackberry mobile application with its language: Java, C++, and QML(Qt Meta Language). In
developing the Blackberry mobile application needs tools: Eclipse SDK (Software
Development Kit), JVM (Java Virtual Machine), Java ME.
4.2 SuggestionBased on our researches of Rapid Development, we suggest that if the circumstances are met
and the business key personnel which need faster and shorten yet effectively timeframe when
doing the development of the system, using the Rapid Development is the best methodology
that are best to use because Rapid Development shorten the timeframe meetings between
business key personnel and IS management and because of that too shorten minimal planning
which are resulting faster decisions when developing the system and also can be used to
implement the system along the everyday operation.
Based on our researches of Blackberry mobile application programming, we suggest that if
developers of Blackberry mobile application using Java. Because Java is easily to conduct and
use in developing Blackberry mobile application and with its tools: Java ME. Java ME
provides a robust, flexible environment for applications running on mobile and embedded
devices: mobile phones, set-top boxes, Blu-ray Disc players, digital media devices, M2M
modules, printers and more.
Java ME technology was originally created in order to deal with the constraints associated
with building applications for small devices. For this purpose Oracle defined the basics for
Java ME technology to fit such a limited environment and make it possible to create Java
applications running on small devices with limited memory, display and power capacity.
ReferencesBlackBerry Smartphone. (2009-2014). Diambil kembali dari www.bbscnw.com:
http://www.bbscnw.com/
Create your UI with C++. (2014). Diambil kembali dari Native SDK for Blackberry 10: http://developer.blackberry.com/native/documentation/cascades/getting_started/first_app/lightning_crossfade_cpp.html
Create your UI with QML. (2014). Diambil kembali dari Native SDK for Blackberry 10: http://developer.blackberry.com/native/documentation/cascades/getting_started/first_app/lightning_crossfade_2.html
Liang, Y. D. (2011). Introduction to Java Programming Comprehensive Version Eight Edition. New Jersey: Pearson Higher Education.
Rainer, K. R., & Cegielski, C. G. (2011). Introduction to INFORMATION SYSTEMS Enabling and Transforming Business. Danvers: John Wiley & Sons, Inc.
Satzinger, J. W., Jackson, R. B., & Burd, S. D. (2005). Object-Oriented Analysis and Design with Unified Process. Boston: Course Technology Cengage Learning.
Schildt, H. (2005). JAVA A Beginner's Guide Thrid Edition. United States of America: The McGraw-Hill Companies.
CURRICULUM VITAE
Name : Geofrey Vincent
Place, Date of Birth : Jakarta, 17 November 1993
Gender : Male
Address : Jl. Bambu Betung 3 No.18, Bojong Indah
Phone Number : 08170171193
Education History and Course :
A. Junior High School : SMP Santo Yosef , Surabaya - Indonesia
B. Senior High School : SMA Tarakanita 2 , Jakarta - Indonesia
C. Present : BINUS University, Jakarta
CURRICULUM VITAE
Name : Danny
Place, Date of Birth : Jakarta, 24 September 1992
Gender : Male
Address : Kemanggisan Raya No.59
Phone Number : 08989956151
Education History and Course :
D. Junior High School : SMP Tarsisius 2, Jakarta - Indonesia
E. Senior High School : SMA Regina Pacis, Jakarta - Indonesia
F. Present : BINUS University, Jakarta
CURRICULUM VITAE
Name : Jordy Jonatan
Place, Date of Birth : Pontianak, 20 Mei 1993
Gender : Male
Address : Citra 2 Extention blok BI 2 no.42
Phone Number : 089660600281
Education History and Course :
G. Junior High School : SMP San Marino, Jakarta - Indonesia
H. Senior High School : SMA San Marino, Jakarta - Indonesia
I. Present : BINUS University, Jakarta
CURRICULUM VITAE
Name : Kevin
Place, Date of Birth : Jakarta, 8 Februari 1994
Gender : Male
Address : Jl. Hanura 2 no. 33A
Phone Number : 08176783182
Education History and Course :
J. Junior High School : SMP Kristen Ketapang 1, Jakarta - Indonesia
K. Senior High School : SMA Kristen Ketapang 1, Jakarta - Indonesia
L. Present : BINUS University, Jakarta
CURRICULUM VITAE
Name : Calvin
Place, Date of Birth : Jakarta, 10 November 1990
Gender : Male
Address : Jl. Krendang Raya No. 19
Phone Number : 089610584943
Education History and Course :
M. Junior High School : SMP St. Tarsisius, Singkawang - Indonesia
N. Senior High School : SMA Damai, Jakarta - Indonesia
O. Present : BINUS University, Jakarta