Showing posts with label android. Show all posts
Showing posts with label android. Show all posts

Monday, December 22, 2014

Meteor and Qt: match made in heaven

Meteor, say hello to cross-platform native app-development. Qt, say hello to a modern, reactive web back-end.

TL;DR You can write a native Qt / QML app and have Meteor as the back-end for real-time data distribution and remote procedures.


I've been looking at recent developments and since Meteor had it's 1.0 release recently, decided to take it for a spin... with Qt.

For those that have been living under a rock, Meteor is a node.js based web framework that can be used to create modern, responsive web apps. It does have Cordova/Phonegap support, so you can package your website as an app and deploy to Android or iOS, but obviously that leaves you short when it comes to truly native look and feel, performance, and full range of APIs.

Qt on the other hand is a native cross-platform application development platform and has an excellent track record when it comes to the sheer number of supported native platforms. It does have some server/cloud oriented functionality and services (see engin.io and https://qtcloudservices.com/ in general), but it's hard to beat the popularity and ecosystem (and therefore development speed) happening around Meteor.

Can we make this a match? Meteor for web and server-side, and Qt/QML for making snappy native applications that go beyond calling RESTful APIs and polling on one side, and packaging node.js and phonegap API/performance limitations on the other?

The answer is luckily yes - what makes Meteor so uniquely well positioned for this is it's Data Distribution Protocol, or DDP for short. It's a websocket-based channel where Meteor sends JSON messages to the clients. There is nothing special about this, so we can have a Qt client (turns out there is already a healthy list of DDP clients/libs, but none C++ or Qt-oriented).

Enter Qondrite, a lightweight QML wrapper for Asteroid, a Javascript client for Meteor. With Qondrite, you can use Meteor as the source of your models (yes, everything shown goes through models, not hardcoded lists and data). To check the feasibility, I took the Todo example from Meteor (meteor create --example todos) and used Qondrite to interface to the meteor application. As usual, the source of this demo is available on github.

The end result?




As promised, an integrated Meteor-Qt stack, with a whole lot of opportunity to take the idea even furher. For example, there is no reason why we couldn't send QML instead of Meteor's Blaze HTML templates, making fully dynamic UIs for native applications - how awesome would that be?

This makes Meteor super-well suited for multiplayer games, chat applications and any type of app that benefit from a scalable, client-agnostic back-end, and low-latency, high-performance on the client side.

Feel free to discuss at Hacker news or on meteor-talk !

Monday, November 24, 2014

QML wrappers for native Android components

TL;DR It might be simpler than you think to wrap native UIs with the QtQml module, but it does require a good understanding of the underlying platform

In my previous post, I showed how you can work with platform-native classes and use the QtAndroidExtras module to create UIs from code. One of the downsides was the extra code complexity you had to manage. The "Qt way" of doing UIs is, however, by using QML, for the reasons of brevity, development speed and flexibility. I cobbled together a custom Android component module to demonstrate this (sources available on GitHub) - the 40+ thick line C++ UI example suddenly becomes a lot more readable and fun to work with.



Qt does have a solution for native-looking UIs on Android in the form of QtQuick.Controls, so my reasoning here is more to show

  • what are the advantages of custom components
  • how custom components are done
  • what are the pitfalls of custom component sets
What are the advantages? If there is no native-looking component set, it's quite clear - you simply have no alternative. If QtQuick.Controls does exist for your platform (see the case of Android), there is still a number of reasons why you might consider going custom. First, you get the full functionality and availability of the platform-native set. QtQuick.Controls gives you something that is closer to a lowest common denominator, with a lot of platform-specific components/functionality missing and occasionally some input method quirks. By skipping this, you create UIs which are not just "close-to-platform-native", but effectively *are* platform native. Second, you get the full performance. By having a wrapper, there will still be a slight penalty for loading Qt, and parsing/constructing the QML objects, but there is no compromise once the UI is instantiated. I personally also like that you can use the platform-native documentation and examples, since you're just using QML syntax, but class names, properties and general usage pattern remain the same as on the platform.

How does one go about creating a new component set? As you've seen from the first QML snippet, all we really need is the QtQml module. If you start creating with a completely custom *native* component set (ie not deriving from an existing QtQuick or QtQuick.Controls base) you get a really basic set of components to work with, namely Component, QtObject, Binding, Connections, Timer. All you native components will be actually QObject derived C++ objects, registered with the QML system, as described here. The classes themselves are still plain Qt classes, here's how my activity.h looks like:



After that, you need to register every such object with the QML engine (usually in your main.cpp) :

qmlRegisterType("OutQross.Android", 0, 1, "Activity");

With this we can start instantiating our custom objects from QML. The QtObject class/element unfortunately does not have a lot of the functionality normally coming from Item (including having a default children property), so I created an OutQrossItem helper class for this purpose, which is the base class for all my Qml elements.



Finally, let's see the gritty innards of a custom component class, an Android Button in this case



As you can see, I still use the same UI inflate paradigm as Android to actually instantiate the button (this way we also avoid the question of the order of object initialization or property settings), and you can also see how a property can we wrapped. This means that the full power of QML - bindings, signals/slots and JS are available to us as the properties are mapped to the native components. This is crucial if you are building your own component sets, as otherwise you're just making a syntax converter - and this is also the answer to how this is different to just converting QML to Android .XML UIs or vice versa.

For completeness' sake, let's mention that the .APK was 6.9MB and the memory usage of the HelloWorld app was 61510kb (about halfway between the version in my previous blog post and the "full" QtQuick experience)

There are some pitfalls as well. First, while not rocket science, it's actual work. If you have an extensive GUI widget set or library (like Android), you probably want to use or write some sort of wrapper code generator as manually creating and maintaining a full wrapper set can be daunting. Second, there might be specific UI caveats - for example, in the case of my Android example, to keep it simple, I'm not actually running on the UI thread. This means that in my particular implementation while native component and property updates happen via the bindings, they might not immediately appear on the screen. This can be resolved, but it does require a very good understanding of how the native platform works. My advice is that you shouldn't consider writing wrappers because you don't know how the platform-native UIs work - it should primarily be done to accelerate future development and prototyping.

Monday, November 17, 2014

Native UI in Qt on Android (without QtQuick.Controls)

TL;DR - Yes, you can do a fast, no-compromise native UI without QtQuick on Android, and you'll use a lot less resources than a full QtQuick app, at the cost of somewhat messy code.

Nowadays Qt for Android comes with a nice QtQuick-compatible set of native-looking Android controls in the form of QtQuick.Controls. This blog post is not about them :) Let's go a bit off the beaten path - can we create a Qt application with a graphical, performant, native UI without using QtQuick (or QWidgets)? What are the advantages and disadvantages to such an approach?

In a blog post Artem Marchenko lists a couple of approaches how a Qt based native-looking UI would be possible, but these all include QML in one form another, which is not quite what we're after in this particular case. Another interesting project is Ben Lau's QAndroidRunner which combines native UIs and QML. Here, however, we'll focus how far can you get without ever touching QML or QtQuick.

The key to using Android classes and resources is the QAndroidExtras module (it's an add-on module that has been around since Qt 5.2). The class I'm heavily relying on is QAndroidJNIObject which allows Java class/object instantiation and manipulation. Thus, the two includes we'll use to enable creating native objects are

#include <QtAndroidExtras/QAndroidJniObject>
#include <QtAndroidExtras/QtAndroid>

When it comes to Android UIs, the first stop is the Activity - on Android activities are how we interact with the user. This is effectively a window on which we put all our widgets and UI elements. Luckily, starting with Qt 5.3, we have a simple way of retrieving an activity with the QtAndroid::androidActivity function.

QAndroidJniObject activity = QtAndroid::androidActivity();

Let's get to the meat of the matter - we'll need to create native layout and widget objects and set their parameters from Qt. Here's how that looks like

QAndroidJniObject layout("android/widget/RelativeLayout", 
  "(Landroid/content/Context;)V", 
  activity.object());

The first parameter is the Java class name, the second the Java method signature (see here for a few more examples, "javap -s" is your friend), and the third parameter is the actual object used as the parameter (as activity is a QAndroidJniObject, we need to use the object() method). With the call above we create a Layout and assign it to the activity.

We can also call methods of our objects:

button.callMethod<void>("setTextColor", "(I)V", -1); // Color.WHITE

Putting all these together, we can create a basic, but full-fledged Android application:



...resulting in...


This "Hello world" code is clearly quite a bit more complicated than it's QML counterpart:



The complexity downside is quite obvious - it's hard to beat QML's brevity and clarity. Another, perhaps not immediately visible downside is that this particular style of C++ code is more error-prone - there is no type safety as the objects are generated dynamically, so on errors, it's easy to end up with NULL objects and segfaults.

Why would anyone use it, then? Let's take a look at resource consumption:

The APK size for the non-QML Android version of Hello World is 5,663,420 bytes, while the APK with the Controls included is 10,406,706. The difference could be even bigger, though, as the default android mkspec includes a few extra Qt modules. It should be possible to get the minimum APK size down to around 3MB. If you are using Ministro, this might not be as big of an issue, but for self-contained applications, or embedded, this can shave a few precious megabytes off of the application.

It's not just flash storage and network bandwidth we can save though - there is a memory-usage difference as well. While adb dumpsys meminfo is not a perfect way to measure memory usage, it is indicative:

40761 kB: org.qtproject.example.QtJavaHelloWorld
77531 kB: org.qtproject.example.QmlHelloWorld

While a ~35MB of minimum framework tax might not sound like much in the era of devices with several gigabytes of RAM, using a complex QML structure can inflate the difference further. On embedded and legacy devices every megabyte counts, so even this 35MB difference can help (plenty of low-end Android devices with 256-512MB of RAM).

There are other benefits to not using QtQuick controls - controls are a "lowest common denominator" approach designed to easy cross-platform development. It does not contain all UI widgets and elements, nor functionality offered by Android APIs. By using the approach as demonstrated, there is no compromise - the full UI arsenal is at our disposal, at the exact same performance as for regular Java apps.

Finally, the QtQuick controls version depends on the Qt version shipped with the application. In the non-Controls version we always get the native controls, with native styling and behavior, even if the platform release is newer than what our QtQuick.Controls version supports.

To summarize, the advantages to a Controls-less approach are:
  • Native UI performance
  • Smaller APK size (currently at least ~5MB less, potentially ~7MB)
  • Smaller memory footprint (35MB for Hello world, more as app complexity increases)
  • Full UI functionality available, regardless of Qt version
  • Styling always latest platform-native
Disadvantages

  • Not cross-platform
  • Significantly increased code complexity, especially with more complex UIs
  • Harder to debug due to dynamic nature and lack of tooling support

It's actually possible to mitigate some of the disadvantages, so stay tuned for further posts on this topic!

Sunday, April 10, 2011

Is Open a dirty word now ?

Open technologies gained a lot of momentum in the past couple of years, but what became of the term Open ? Does it still hold and mean the same values it did previously ? Were the purists speaking about differences between Open and Free right ?

If you're reading this blog you're probably aware that I'm fairly fond of FOSS, both as a concept and a business model. Undoubtedly, open technologies made huge inroads in various industries - servers in the IT industry, various OSes in the telecoms industry, etc. However, there is a disturbing tendency going on in the world of Open. Meaning that Open implies Free less and less. You might be surprised at this point - what ? How can you be Open and not Free ? Well, if you look at the 'classic' FOSS definition on Wikipedia, you'll see Open Source is defined as "An open source license is a copyright license for computer software that makes the source code available for everyone to use." - this is the type of open we all cherish and love. But let's take a look at who sports the Open sticker nowadays ? The 500lbs gorilla is of course the Open Handset Alliance, and the Android Open Source project. Despite the lot of "Open" in the names, in the open is not where development happens, and lately even the source availability became selective. Another infamous example is the Open Screen Project run by Adobe intended to bring Flash related technologies for everybody - but in fact being nothing more than another industry alliance to try and grab market share from competitors, Open Source and values not accounting for much. There are other organizations that also ride the Open moniker - let's take for example the Open Design Alliance - a nonprofit organization that focuses on development of CAD-related libraries... However, open here means pay for the binaries, and pay (a lot - 25K$) to see the sources, unless a board of members deems you worthy. Not the type of open libraries you were expecting, right ? That's where the problem lies - Open is more and more a sinonym for the "For Sale" sticker, and the term "Alliance" is becoming a marketing lingo equivalent of "Cartel". This problem was recognized fairly early on by OSI and hence the term OSI approved Open Source license, but if the term Open becomes diluted enough, will it even mean anything except for marketing purposes and a counter-term for "exclusive technology" ? Will the O in FOSS become meaningless ? To be honest, the term Open was used long before Free, before the software industry, and it meant "public", mostly in the context of standards. However, now even that, decades old meaning is losing it's value. Today's Open is far too open unrelated to Free or even Public.

What's the takeaway, you might ask ? Be careful of how you yourself use the term, and be vary of supporting any project or (especially big business) initiative just because it uses the word "open". Support the values, and projects that promote those values, not the names.

Saturday, June 5, 2010

Much Ado(be) over noth(tml5)ing ?

By now the Apple - Adobe war is in full swing and the the sides in this conflict are stating that they hold the key to the technologies for the ultimate user experience. But let us just take a peek behind the big words and statements and see what exactly is on offer here.

First, let's set up the initial positions - with the processor power and resolution of mobile devices increasing at a breakneck pace, a rich web experience has become very important to companies wanting to sell the latest & greatest gadgets. Apple has clearly pledged itself to supporting HTML5 for the rich user experience on it's platform, while Adobe (obviously) claims that 'full Flash', on mobile devices is the answer to that problem. The important thing to notice here is that both technologies are in essence desktop technologies that are expended to fit the use-case of mobile devices.

So far, most of the Apple vs Adobe dispute has been on the level of announcements, open letters, endless speculation on gadget forums, but now, the first tangibles are showing up. For a long time, full Flash (at least for 9.x) was an exclusive for Maemo devices, but with the Open Screen Project Adobe promised to bring Flash to the masses, primarily to Android, whom Adobe sees as the prime opponent to the iPhone platform. It sounds a bit like a rebound affair, as Adobe tried really hard staying within Apple's walled garden, but in the end, it became clear that it was not welcome (whether the end of the affair was more to technical or business reasons, I leave up to you to decide on).

What happened happened, Android is the newfound love for Flash, even overtaking the ultimate-flash-experience incumbent, Maemo, and promised to be included with FroYo, aka Android 2.2, with some people already testing the beta on the Nexus One. So Android gets Flash 10.1, everything gets peachy and super-hardware-accelerated, right ? Well, as usual with major shifts in technology, it's not that simple. Let's see what EXACTLY is the Flash 10.1 promise on mobile devices and if actually is what you expect from it (don't worry, I'll talk a bit about HTML5 later, too).

First of all, it's important to understand how Flash works. Just having a 10.1 in your version string will not make everything super fast and instant. Yes, Flash 10(.1) brings a plethora of generic improvements, but 'AS engine improvements' and similar just don't sound as good as 'hardware accelerated'. Does it matter, if we're getting both anyway, you ask ? Well it does, as there might be a whole lot less hardware acceleration than you think. Mobile devices are far more diverse, and peope take a lot for granted when coming from desktop environments, especially when it comes to drivers.

Phones and drivers ? What is this guy talking about ? Well, if you take a look at what the Adobe beta test page, you'll notice that there are minimum hardware requirements, software requirements, etc. I can already hear - but my device is getting FroYo, so why should I care ? Think about it this way - does the fact that your computer is getting a new OS automatically mean all the new cool games will run on it, too (and well, while we are at it) ? To take things into further perspective, notice that even the FroYo beta does not have all that hardware accel snazz - a very notable point is for example is that it does not yet have hardware enabled h264. Sure, you say, but it will come with the stable release, right ? Certainly, but are you sure that your hardware actually supports hardware functionality required for it ? Flash will fall back to the trusty software decoder (just as it does now), but the important lesson here is that Flash (like HTML5 for that matter) can only leverage hardware functionality already present. Even having h264 support on the chip or chipset manufacturer does not guarantee hardware acceleration as such hardware requires the proper drivers and middleware, and, more importantly, that the content is encoded in a profile and resolution that is supported. Before you rush off to dig in some hardware spec chart, let me say that 'most' chips support 'most' popular codecs, but that the landscape is nowhere as nearly uniform as in the X86 world - ARM chips get customized quite a bit by the actual manufacturer, so saying 'Cortex A8' does not give you anything, you have to be more specific than that. This is especially true with HD content, which is practically unmanageable without dedicated hardware support (the real question as to why you would want to play back high-end HD apart from maybe as a video out to a TV or projector is a different matter altogether).

Let us return to the story about Flash though. The already mentioned requirements page tells us about interesting things - like minimum processor speed for a given screen resolution, or operating system. For example, it says that a minimum for VGA (640x480) displays is a 550 MHz Cortex A8 (up from last year’s ARM11 requirement), and for a 800x480 resolution, an 800MHz variant is required. Surprise, surprise ! The first resolution/processor combination covers very few devices (sounds very much like the Palm Pre, but PalmOS is not on the supported list, so who knows) ? The second group is, however, more interesting. WVGA (800x480) Cortex A8 based devices ? Well, we have plenty of those by now, but curiously quite a lot of them fall just a little bit short of the requirements. For example, the Motorola Droid/Milestone only clocks it's OMAP3 to 600MHz, and the Nokia N900, another OMAP3 600MHz device misses out on the supported OS list altogether even in it’s MeeGo incarnation (even though Maemo, MeeGo’s predecessor was THE platform to go to if you needed full flash in your pocket). At this point, the notion is that all devices that Flash 10 has been demonstrated on last year are rumoured NOT get it (HTC Hero, the Nokia N900, etc). The real question thus becomes, how rigid and/or selective these requirements will be. The Droid has been promised FroYo but it's unclear whether it will NOT include Flash 10.1. What ?

This brings us to the next point - why said Flash HAS to be part of any Android build starting with 2.2 ? Supports and contains are neighbouring but vastly different terms. Will the official 2.2 Droid build it perhaps include a custom build or good ole Flash Lite instead ? Or will there a special exception be made ? Will it be available only on a hacked ROM (Milestone needs not apply) ? As you can see, Flash and it's performance is not exactly a given on any platform. Another example for this from the requirements table is the mention of Symbian S60. If you think this means your good ole S60 Nokia will suddenly get a new life, you might be expecting too much. How many Cortex A8 VGA (or, rather nHD) touting S60 phones do you know about ? Nokia doesn't make any and even with Samsung and other manufacturers included, the list of devices is real short and mostly obscure. Which brings us to the - yes, you guessed it - next point.

One of the key difference the Open Screen Project, and the latest Flash releases within it tried to address is the problem of fragmentation. A million versions of flash were a pain to upgrade, especially with the diverse hardware base mobile devices give. So one of the ideas was to be able to make Flash updatable so the content and support would not get bogged down by supporting everything they have release in the past 5 years. Cool, but there is a catch - first, who will provide the initial update to the new flash platform which will then be able to update itself ? Correct, you will have to receive it via a firmware upgrade, and considering Flash 10.1 is for most platforms still months away, until it gets released, then productized and finally pushed to end users, it will be a huge commitment for manufacturers of then-legacy devices, and I not at all sure how many of them will actually commit to it. Second - the story does not end with your device and Adobe. How will your manufacturer deal with out-of-order updates to core software ? The provider you are using can also say a word or two and/or prevent the upgrade (will the upgrade checks be filtered ? Will they cost money ? Will they ultimately require a 'go ahead' ?). A lot of uncertainty there, too.

You might be thinking I'm writing all this for pitching HTML5 and saying how it will solve all these problems - well, it won't. In fact, it will have to face exactly the same problems (just having a video tag and a HTML5 compliant browser alone sure won't make your video accelerated, ditto for fancy canvas operations). Another issue is the famous codec question (whether h264 is really free and set to be a real standard). In many ways, that reminds me of the GIF/PNG feud (for those not familiar with the matter, GIF was the widespread, but patent encumbered format, while PNG was the Free, but with limited support from major players of the time - namely Internet Explorer). Having a standard is one thing, having a standard that everybody supports and does that in a reasonable way is entirely different. On top of this, those who dissmiss Adobe often neglect that the time until HTML5 matures (which will certainly take a a year-or-two-or-three) will not be met idly - Adobe will be wanting to provide added value to the web more than ever and they will certainly be looking to find things not covered by or inherently problematic under HTML5 - we are now just at a point where the small hops of Flash and the giant jump of HTML5 happen to be in a fairly similar area.

All in all - don't worry about what device you choose, as there are no guarantees about anything at this point it's almost impossible to tell what exactly will you get with *proper* Flash 10.1 or HTML5, and whether either will be included in the ever-awaited next firmware update, or how the web itself will use and embrace these technologies - both will be staying with us for a long time, and actual ’unavailability’ will be determined by the technologies and version requirements of specific sites, not the devices themselves.

Wednesday, April 28, 2010

Fighting The Curse Of Plenty: Nokia's Qt SDK

One of the key differences between mobile and desktop development (apart from the obvious GUI stuff) is that applications cover different use cases from their desktop counterparts. How does this difference in application focus and required tool complexity reflect on open, modern, Linux based mobile platforms, and how does Nokia's newly announced Qt SDK address this ?

Android and WebOS took the top-down approach, and made a streamlined development process heavily based on existing technologies (the Java language in the case of Android and web related tech in WebOS). This allowed for fast application development, leveraging existing developer resources and knowledge for the particular platforms, at the expense of making the jump to native code a bit more difficult or the realm of hackers. The very important lesson here was also that they very successfully hid their Linux roots, not making the Linux heritage a drawback (to the point that very few people will actually regard Android as a Linux mobile platform).

However, there was another camp, the bottom-up one, with Maemo/MeeGo and LiMo as the more prominent representatives, which promised most of the desktop technologies in a mobile environment. The advantage should have been the obvious 'just apply whatever technology you know', but in reality, this has slightly backfired up until now. While they proved to be a great basis to hack on and immediately took the hearts of many Linux diehards, there was a steep learning curve that was unappealing to many developers with little Linux background. For example, Maemo's Scratchbox environment and lack of a traditional IDE/SDK are cited being the points where many hobbyist devs gave up on these platforms. In retrospect, these factors sentenced this group of platforms to be seen in the eyes of mainstream end-users as a land of ports and emulators, with the occasional community gem application in the sea of working-but-not-quite-there-yet apps.

Returning to the title - how does this Nokia Qt SDK change any of this, especially with regard to the latter group ? The key is to understand that this is not a classic platform SDK. Let's see what exactly is happening here:

  • While the technologies present in the package (Qt, Qt Creator and the cross-compiling tools) are not new by a long shot, this is the first time they start to appear as a cohesive, focused way of creating applications A-Z style.
  • A classic IDE-style approach is employed that will appeal to many devs used to such tools, while keeping the power of console and functionality of other existing custom tools.
  • It's a toolkit SDK, not a platform SDK. This in turn allows access to the vast array of various platforms and devices. Currently the focus is obviously on Nokia's Symbian and Maemo platforms, but here's where Qt really shines - you're not learning to code Symbian or code Android stuff. The Qt skills you learn are actually just as applicable to the desktop, whether that be Windows, Linux or Mac.
  • Multiplatform authoring tools. Currently Windows and Linux, but my guess is that a Mac version could be produced fairly quickly if serious interest appears.
  • While Qt provides a level of abstraction, the underpinning platform is not being crippled, and thus applications are being able to take full advantage of it.

As you can see, the goal seems to be to provide a streamlined way of producing modern applications for a range of platforms, while avoiding the dumbing down of platforms to make them fit into a particular mold. I hear you say, okay, so you think this Qt SDK thing will take over the world, right ? Well, while not excluding the possibility, there are a few obstacles that the Qt SDK needs to address before going for world domination in the mobile app development arena:

  • Unified (declarative) UI. Cool compilers and cool IDEs do not necessarily mean cool apps. It is paramount that a unified API (based in some form on the Declarative UI of Qt4.7) exists for widgets and app UIs. If each app will have to have it's UI rewritten due do Orbit/DUI/vendor specific/desktop widget issues, that will significantly reduce the appeal of Qt and proliferate curse-of-plenty problems.
  • Do a final release in a reasonable time-frame. Today we have seen a beta to whet our appetite, but the other tools and platforms have a serious headstart. Winning Symbian folks over is a good start (the inclusion of Qt libs on the new Nokia N8 will kickstart this process nicely), but the real race is to get on the radar of developers currently under heavy influence by Android and the iPhone.
  • Go for Android. This topic alone is grounds for another blog post. Technically, it's known to be possible, there is even is a community level Qt for Android port floating around. I will not go in the business/technical reasoning of the dangers/wins of such a move (maybe in another post), but I feel that it needs to be kept at least as an option, an ace up the Qt sleeve if you wish.
  • Add python support. The use of Python Qt bindings has a long and successful history. Python is easy, and on modern hardware, a Python and Qt combination is much less a drag than it ever was on embedded platforms, as proven by PyQt and PySide on Maemo. C++ is not everyone's cup of tea, and Python is an excellent complementary language for it, while maintaining a solid Qt based 'upgrade' path should developers need it. Doing this without switching SDKs or IDEs would go a long way of making Qt even more appealing to new developers.

If you want to take this new SDK for a spin, you can do it here.