Asynchronous Communication in VS .NET

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8.9 Asynchronous Communication
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As with communicating with a custom server, we will probably want to communicate asynchronously for performance reasons. This works in just the same way using an OnRead() event.
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8.10 Debugging a Socket Service
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It is slightly easier to debug a socket server than it is to debug a custom server, because it is a separate process that can be debugged in its own right. The emulator bearer has a deliberately long timeout, so it is possible to run a socket server in the debugger and not lose the connection. To debug a socket server using the Metrowerks IDE, load the socket server and run the debugger. This will start the debugger and the socket server will connect to the Service Broker (starting it in the process) and register itself before you connect the emulated mobile phone to the PC. This is not the usual sequence that you will nd on a real mobile phone, where you will not get the socket server started until after a connection is made. This has one drawback if you are not aware of the consequences. When you run the Connect UI application in the emulator to get the connection, it causes the MServerSocketObserver::ServerSocketStopped
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DEVELOPING SOCKET SERVERS
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DueToErr method to be called as part of a reset operation. Remember that for a normal implementation this will cause the server to exit. If we leave this in place for debugging purposes then we will connect the PC to the emulator and the socket server will immediately exit! To get around this problem, we want to either disable the MServerSocketObserver::ServerSocketStoppedDueToErr or, better still, make it use conditional compilation so that it is disabled only in a debug mode. Once you have surmounted these hurdles, you can debug a socket server like any other Symbian OS process.
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Introducing SMS and Messaging Classes
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In this chapter, we are going to cover the Symbian OS Messaging subsystem in general and SMS in particular. Messaging is one of the most important features of Symbian OS phones. It provides a good example of creating a Connectivity application that involves programming on the phone as well as on the PC. A bonus is that having an SMS management application is downright useful I use the example I have built here to save me keying in messages using the numeric keypad. The features that we are going to cover include: retrieving messages from the phone for display sending messages via the phone deleting messages on the phone picking up incoming messages to keep the list of displayed messages up to date. This chapter will not be an exhaustive description of the Messaging APIs. Instead, it is intended to provide a general context and enough detail to write the SMS Management application. The Message Server is a prime example of a system server in Symbian OS. It controls access to a system resource the message store and it supports plug-ins (called MTMs Message Type Modules) for the speci c types of messages. It also accepts requests from multiple clients; these requests can be synchronous or asynchronous. Messages are stored as les in a dedicated directory and are accessed by means of Messaging APIs.
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9.1 The Message Server and MTMs
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The Message Server by itself cannot send or receive any messages, as it does not contain the message-type-speci c knowledge required. Instead,
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INTRODUCING SMS AND MESSAGING CLASSES
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the Message Server uses MTMs that encapsulate the message-type-speci c knowledge. MTMs have been created by Symbian and by phone manufacturers for a range of message types, including: email (IMAP, SMTP and POP3) fax SMS BIO messages (smart messages used for con guration and other purposes) infrared and Bluetooth OBEX messages MMS. Over time, it has proved straightforward to add new MTMs for new message types the architecture has proved its worth. The MTMs are responsible for creating and sending messages, for receiving messages and for some aspects of displaying messages. Actually, some types of messages are received by means of watchers (SMS is one of these message types), but the general picture holds true. Although I refer to an MTM, developers should be aware that, in fact, an MTM comprises a number of parts: a server-side MTM is a plug-in derived from the CBaseServerMtm class that is loaded directly by the Message Server and is responsible for the actual message transport, such as sending and receiving, if applicable a client-side MTM is derived from the CBaseMtm class and provides an API for messaging clients, such as the Messaging Application, that are speci c to the message type a user interface MTM is derived from the CBaseMtmUi class and provides an API for use by a messaging application that has a user interface, making it easier to create a generic messaging application that can manage different types of message a user interface data MTM is derived from the CBaseMtmUiData class and encapsulates user interface data for the MTM such as icons for the Messaging Application. These parts and their relationship are shown in Figure 9.1. Only developers creating a new MTM or working on the Message Server need to care about server-side MTMs. The user interface and user interface data MTMs are used by GUI applications. As we are creating a non-GUI application, we will use only the client-side MTM. We are not creating a new MTM, so we do not need to go further into the structure of
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