Book by developing edition j2me java professional professional second wireless


















This book covers complete web application with design specifications, flow diagrams and source code with line-by-line explanations. Creating Mobile Games.

Add a truly professional look-and-feel to your Java ME games. Use threads, tones, and other media. Store and retrieve data and enable networking. Create advanced interactive messaging with optional APIs for multiplayer gaming. Explore a complete business model for independent developers distributing their own games as well as for larger companies. Who is this book for?

Packaging into a JAR File. The Mobile Profile. MIDP in a Nutshell. Earlier Profiles. Creating a MIDlet. Development Environments. Wireless Toolkit. Lifecycle of a MIDlet. Displaying Stuff. Working with Screens. Menus and Commands. Creating Help and About Alert Screens. The Alert Class. Splash Screens. Global Properties. Getting Application Properties. Getting System Properties.

Creating a Global Cache Class. Making the Most of Limited Resources. The Limitations. Processor Paucity. Memory Madness. Video Vex. Processors of the Future. Memory Limitations. Working Memory. Storage Memory. Breaking Through the Limitations. Detecting the Minimum Speed. Frame Rate.

Multiple Display Support. Black and White World. Making the Most of It: Optimizations. A Limited World. Making Code Optimal. Code Size Optimizations. Making code Faster. Decreasing Memory. Device Availability. Network Performance. Code Size Reductions. Obfuscators and Name-Shortening. The Object-Oriented Dilemma. Image Size Reduction. Speeding Up the Code. Dealing with the Garbage Collector.

The Constructorless Way. Static Methods. The Fast-Draw. Using Less Memory. String Versus StringBuffer. Arrays Versus Vector and Hashtable. Power Consumption. Multithreaded Game Programming. Extending the Thread Object. Implementing the Runnable Interface. Thread Priorities. Thread States. Synchronizations and Deadlocks.

Making Threads Better. High-Level Graphical User Interfaces. The Screen Class. Forms and Alerts. List Types. Choices, Choices. Text Boxes. Item State Listening. Progress Meters. String Items. Image Items. Text Inputs. Additional Libraries. The Canvas Class. Canvas Events. Custom Commands. Creating a Game Key and Pointer Handler. Handling Touch Screens. Painting on the Screen. Working with Colors. Stroke Types Drawing Lines.

Drawing Rectangles. Drawing Rounded Rectangles. Drawing Arcs. Drawing Strings. Drawing Images. The Image Class. Double Buffering. Entering the Land of Sprites. Sprite Properties. Animating Frames. The Sprite Class. Image Files. Loading Included Images. Loading Images Over the Network.

Drawing the Sprites. Collision Detection. Basic Collision Detection. Creating Child Sprites. Building the Player Sprite. Image Transparency. Drawing by Pixels. Drawing a Sprite's Chunks. Implementation of Image Transparency. Managing Your Sprites. Networked Game Components. Downloading Images. Downloading Other Media Types. Advanced Collision Detection. Solution 1: Multiple Levels.

Solution 2: Multiple Areas. The Sprite Manager. Drawing Optimizations. Enhancing Sprite Collision. Sprite Movement. Floating-Point in J2ME. Cheating the System. Game Initialization. The Movement Routine. Piecing It All Together. Handling Collision Detection. Endgame: Losing or Winning.

The Final Game Thread. J2ME Audio Basics. Sounds Are Barely Possible. RecordStore Overview. RecordStore in Practice. The Game's New Methods. Writing the Code. More RecordStore Joy. Connecting Out: Wireless Networking. J2ME Networking Overview. MIDP Networking. HTTP Example.

View Larger Image. Register your product to gain access to bonus material or receive a coupon. The result is a highly portable, small-footprint application development environment that brings the unique capabilities of Java technology, including platform independence and enhanced security, to the rapidly growing wireless market. It presents a general description of wireless technology and an overview of the J2ME platform. Written by a team of authors that includes the original J2ME technology experts from Sun, Motorola, and Nokia, this book provides a description of the Java 2 Platform, Micro Edition, as well as practical implementation advice.

It is the official place to go for complete, expert, and definitive information on Java technology. The books in this Series provide the inside information you need to build effective, robust, and portable applications and applets. Download the Sample Chapter related to this title. Download the Index file related to this title. I would like to receive exclusive offers and hear about products from InformIT and its family of brands.

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