Mobile video with JME and MMAPI, Part 1
A two-part introduction to integrating video functionality into Java mobile applications with JME and the Mobile Media API.
Srijeeb Roy,
September 2007
Push messages that automatically launch a Java mobile application
Pushing messages to a mobile device from a server and automatically
forcing a pre-installed application to wake up and do some
processing is sometimes important for an enterprise mobile
application. Java Micro Edition applications that use Mobile
Information Device Profile 2.0 can have this feature using the push
registry, with Short Message Service (SMS) used as the protocol for
pushing messages, and, in this article, Srijeeb Roy shows how.
Srijeeb Roy,
April 2006
Game programming with J2ME Polish
The J2ME Polish game engine provides the complete Mobile
Information Device Profile 2.0 game API on MIDP 1.0 devices. In
this article, an excerpt from Pro J2ME
Polish by Robert Virkus (Apress, July 2005), you will
learn to optimize the game engine by setting various preprocessing
variables; work around the game engine limitations on MIDP 1.0
platforms; and port MIDP 2.0 games to MIDP 1.0 platforms by using
vendor-specific libraries for low-level graphics operations, sound
playback, and device control.
Robert Virkus,
September 2005
MIDP user interface
This article describes mobile phone UI development using the Mobile
Information Device Profile APIs. It is reproduced from the book
Developing Scalable Series 40 Applications: A Guide for Java
Developers, by Michael Juntao Yuan and Kevin Sharp, ISBN
0-321-26863-6, Copyright 2005 by Nokia Corporation with permission
from Pearson publishing as Addison-Wesley Professional.
Michael Juntao Yuan and Kevin Sharp,
May 2005
Beginning J2ME: Building MIDlets
In this article, an excerpt from the book Beginning J2ME (Apress, April 2005;
ISBN: 1590594797), authors Jonathan Knudsen and Sing Li explain how
to build and run a simple MIDlet.
Jonathan Knudsen and Sing Li,
May 2005
Secure data files embedded in MIDP applications
Developers developing standalone MIDP (Mobile Information Device
Profile) applications often face the dilemma of securing data
distributed in the JAR so other people cannot steal and use it to
create a competing application. The Java Community Process is
introducing new Java Specification Requests to address this issue.
However, these approaches rely on cryptography computation that is
CPU intensive and not backwards compatible, and hence not portable
to phones that don't support the new APIs. They are also overkill
for independent developers looking for a simple mechanism to thwart
copyright thefts, not necessarily to bulletproof their data. This
article describes a way to compress and protect data in a MIDP
application.
Simon Ru,
May 2005
Get ready for advanced multimedia on your Java mobile platform
Released to the public in draft form in April, the Advanced
Multimedia Supplements Specification aims to provide a mobile
platform with rich audio and video capabilities. Developers will be
able to program to an API allowing them access to cameras, radios,
image processing, and advanced audio effects, all on a
resource-constrained device like a mobile phone or PDA. The Java
Community Process recently voted this specification as the "Most
Innovative JSR for J2ME." This article gives a brief tour of the
API from the developer's perspective.
Dan Haley,
August 2004
Using the MIDP 2.0 Game API
In this excerpt from J2ME Games with MIDP 2 (Apress,
2004), author Carol Hammer explains the details of a Mobile
Information Device Profile 2.0 game.
Carol Hamer,
August 2004
The fragmentation effect
With an estimated 250 million Java-enabled handsets on the market
today—a number projected to grow to 1 billion by 2006—
the opportunity for wireless game developers is enormous. However,
device fragmentation is the one major roadblock that could mean the
difference between success and failure for developers embracing
this market. Because of device fragmentation, J2ME game developers
must develop code to address device-specific APIs,
memory-management issues, performance differences, localization
issues, screen-size variations, custom extensions, JVM
implementation issues, as well as carrier-specific requirements. As
a result, device programmers spend more time manually porting
applications to ensure they operate across a variety of devices and
less time developing new games. This article provides an in-depth
look at device fragmentation. It explores the typical environment
in which a mobile application must run, providing game developers
with a better understanding of the causes of fragmentation and the
steps they can take to address the issue.
Allen Lau,
May 2004
Enterprise J2ME: End-to-end best practices
In this chapter excerpted from Prentice Hall's Enterprise J2ME:
Developing Mobile Java Applications, Michael Yuan introduces
the challenges faced by mobile application developers and provides
suggestions for tackling those issues head-on.
Michael Yuan,
March 2004
In pursuit of perfection
Java is like any development platform/language
combination—most developers have a love-hate relationship
with it. Sure, for Java aficionados it's better than using .Net,
LAMP, or (add your own particular poison here), but we bemoan the
complexity of Swing, the bulkiness of the Enterprise JavaBeans
(EJB) specification, performance, additional overheads imposed on
skimpy hardware by the Java 2 Platform, Micro Edition (J2ME)
platform, the 101 different ways to do things, and on and on. If we
could just address Java's weak points, we might make Java that
mythical beast—the perfect technology platform...So then,
what are those changes? Is there such a thing as the perfect
technology platform, and does Java have the potential to become it?
Humphrey Sheil,
January 2004
Develop state-of-the-art mobile games
Mobile gaming is projected to become one of the fastest growing
sectors in the IT industry. In this article, Michael Yuan looks at
this exciting new market's characteristics and the opportunities
for Java developers. The Java 2 Platform, Micro Edition (J2ME) is
the dominant technology platform for the new generations of
multiplayer mobile games. In the second half of this article,
Michael surveys the latest game-related innovations and APIs in the
J2ME world.
Michael Juntao Yuan,
November 2003
"Java everywhere" is for world domination
The buzzword from the 2003 JavaOne conference was "Java
everywhere." For many developers, understanding exactly what "Java
everywhere" means is difficult since it does not seem to correspond
with any concrete Java API. "Java everywhere" is a vision that
influences the evolution of all aspects of the Java platform. For
developers, it is more than relevant since it indicates the most
marketable Java skills and the most profitable Java businesses in
the future. In this article, Michael Juntao Yuan explains the "Java
everywhere" vision, its relationship with traditional Java
philosophies, and discusses its impact on developers, especially
today's enterprise developers.
Michael Juntao Yuan,
August 2003
JavaOne: Sun strives to unite J2ME space
June 11, 2003 — Sun Microsystems on Tuesday introduced new developer programs aimed at simplifying Java development for applications
that run on mobile phones.
Robert McMillan
,
June 2003
JavaOne: Nokia updates Java support in Series 60
June 10, 2003 — Nokia's Series 60 software platform for mobile phones now supports MIDP (Mobile Information Device Profile)
2.0, the latest version of a Java profile for mobile devices, the company said Monday.
Stephen Lawson
,
June 2003
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Wizard API updated!
Tim Boudreau has released a new version of the Swing Wizard library (version 0.997) that fixes the WizardException bug reported in JavaWorld's recent Open Source Java Project profile. The article's examples have been reworked to test out the new, improved WizardException. Thanks, Tim, for this helpful fix!
Open Source Java Projects: The Wizard API
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