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Programming Java 2 Micro Edition for Symbian OS: A by Martin de Jode

Posted On March 23, 2017 at 9:53 am by / Comments Off on Programming Java 2 Micro Edition for Symbian OS: A by Martin de Jode

By Martin de Jode

Hands-on details that will help you totally make the most the services of MIDP 2.0 on Symbian OS (including MMA, WMA and Bluetooth). This functional consultant will stroll you thru constructing instance functions illustrating key performance and clarify tips on how to set up those purposes onto actual units.

  • makes a speciality of J2ME MIDP 1.0 and 2.0, as this platform has turn into the Java general for telephones
  • Covers the non-compulsory J2ME APIs that Symbian OS Java is presently assisting
  • Code samples are supplied all through
  • includes case reviews that reveal the best way to improve video games and company functions

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Extra info for Programming Java 2 Micro Edition for Symbian OS: A developer's guide to MIDP 2.0

Sample text

There are many different devices in the marketplace, all with different screen sizes and keypads. Some have pointer devices, some have joysticks and others have full keyboards. MIDP has had to cater for all these devices. Mobile devices do not have a great need for window management or re-sizing. Clearly an AWT-type interface would be overkill on a device so small. Features such as overlapping windows, toggling between forms and then resizing them would be wasted. Buttons are also placed in specific places.

The MIDlet itself will at this point acquire any resources it needs and begin executing. 3. Once the application is running, the MIDlet can move to two other states: • the MIDlet can be put into the PAUSED state by a call from the AMS to the pauseApp() method The MIDlet will cease to be in the ACTIVE state and choose to release some of the resources it currently holds. If the programmer requires the MIDlet to pause, then the MIDlet should first release shared resources (possibly stopping any running threads) and then call the notifyPaused() method.

These applications can generally be aware of the device they are running on and make adjustments accordingly. A simple example of this would be whether a pointing device was present or not. This set of classes has a high level of abstraction and therefore the developer has little control over the look and feel. More specifically, the programmer has no control over the color, font and style of the components; scrolling and navigation of the on-screen image is left to the underlying implementation.

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