Pro Java ME Apps by Ovidiu Iliescu (auth.)

By Ovidiu Iliescu (auth.)

Pro Java ME Apps grants, the developer, the knowledge required for writing refined Java ME functions and for benefiting from this large capability marketplace. Java ME is the most important cellular software program platform on the earth, supported by means of over eighty% of all telephones. you will conceal what Java ME is and the way it compares to different cellular software program systems, tips to appropriately layout and constitution Java ME functions, the best way to imagine like an skilled Java ME developer, what universal difficulties and pitfalls you could run into, find out how to optimize your code, and lots of different key themes.

in contrast to different Java ME books available in the market, which in simple terms train the reader the fundamentals of Java ME in terms of a couple of basic examples, this booklet offers a broader, eagle-eye photograph of an entire Java ME software and what writing one includes. From there, the booklet offers, explains, and allows you to enforce all of the crucial features of Java ME improvement, from the person interface to client-server conversation. As this unfolds, the choices and reasoning in the back of the code also are presented.

The booklet assumes that the reader is already acquainted with Java ME and Java purposes in general.

  • Based on and geared in the direction of real-life Java ME situations
  • Guides the reader in the course of the whole technique of constructing a pretty good Java ME software
  • Explains the selections made at every one step, supplies suggestion and examples of fine practices vs. undesirable practices

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Additional resources for Pro Java ME Apps

Example text

Basic Object Types Most frameworks, ours included, are largely based on the Model-View-Controller paradigm, with a few modifications. This is the most flexible paradigm for Java ME development, as it allows for the high level of abstraction and flexibility that developers need to cover all their bases. NOTE: The main exceptions to this rule are game frameworks, which by their very nature require a different approach and mindset than application frameworks. For example, as games are typically very fast-paced, using events to handle communication between different parts of the code can prove to be slow and inefficient resource-wise.

SetFacingAngle(angle); ... } public int getAngleForTile(int x, int y) { // some complex calculations involving sine and cosine here } The main problem with this code is that the CPU-heavy getAngleForTile() method will always calculate the angle for any given (x,y) pair passed as an argument. Usually this is not a concern, but when CPU resources are low, the time spent in this method might add up to something substantial. This is especially true when a lot of onscreen action is taking place, as presumably there will be a lot of entities moving around and the method will be called often.

What happens then varies from device to device. For example, when I ran too many Java ME apps simultaneously on my old Nokia E50 and the phone ran out of memory, it showed a “memory full” message and immediately closed all running Java ME applications. Any data that wasn’t saved got lost. To avoid suffering from these problems more often than necessary, you can do one simple thing: construct your application so that it is able to reduce its resource consumption when necessary. , fewer graphical effects for games) or informing the user that an operation is taking longer than usual and asking him to stop other background applications if possible.

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