QUALCOMM Binary Runtime Environment for Wireless (BREW) is a development platform that allows software developers to create applications that operate on all handsets that utilize the QUALCOMM CDMA chipsets.
Software Development for the QUALCOMM BREW Platform will begin with an introduction to BREW and how it differs from its competitors (J2ME, Palm OS, Symbian, and Pocket PC Phone Edition). After this orientation you'll learn about what it takes to develop applications for BREW -- not just development tools, but the methodology required to bring an application to a carrier for distribution.
BREW offers a number of key advantages over other software environments for today's handsets to both carriers and software developers: secure application licensing, integrated billing for application purchases, and down-to-the-metal APIs for high-performance applications including multimedia and gaming applications.
With over a million BREW-enabled handsets having shipped in the first year of BREW's availability and successful deployment with both a major domestic carrier (Verizon Wireless, who has over thirty seven million subscribers) and overseas carriers (Telesp and KTF, with other carriers presently running trials with BREW), BREW is poised to become an important player in the wireless handset space.
Ray Rischpater - Ray Rischpater is a freelance consultant and author with over eight years' experience writing about and developing for handheld computing platforms. During this time, Ray has participated in the development of Internet technologies for the J2ME, QUALCOMM BREW, Palm OS, Newton, Magic Cap, and proprietary operating systems for vertical handheld computers, as well as consulted during the development of Web sites for wireless devices using HTML and WAP. Ray is currently a senior software engineer at Rocket Mobile Inc. and holds a bachelor's degree in Pure Mathematics from UC Santa Cruz. He is also the author of Wireless Web Development, Second Edition (Apress, 2002), and Wireless Web Development with PHP and WAP (Apress, 2001).
Chapter 1 Introducing the QUALCOMM BREW Platform
Chapter 2 Designing for the QUALCOMM BREW Platform
Chapter 3 Developing for the QUALCOMM BREW Platform
Chapter 4 Handling Events
Chapter 5 Interacting with the User
Chapter 6 Streaming Data
Chapter 7 Storing Data
Chapter 8 Drawing Graphics
Chapter 9 Playing with Sounds
Chapter 10 Networking Your Data
Chapter 11 Controlling the Handset
Chapter 12 Certifying Your Application