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

All

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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