Java 2 ME (Micro Edition) is the client-side Java development platform for building wireless Java-based cell phone and PDA applications. This book addresses the fun challenge of building game applications for these kinds of portable devices. Author Carol Hamer shows you how to use J2ME for developing, using the latest MIDP 2.0 specification.
If you are new to developing with J2ME, we recommend you first read Jonathan Knudsen's Wireless Java: Developing with J2ME, Second Edition. We suggest that you read this book second, then complete the "series" with David Croft's Advanced Java Game Programming, for a comprehensive Apress experience of game developing with Java.
Table of Contents
- Getting Started
- Using MIDlets
- Using the MIDP 2.0 Games API
- Using Threads and Tones
- Storing and Retrieving Data
- Communicating over a Network
- Securing Your Applications
|Edition description:||Softcover reprint of the original 1st ed.|
|Product dimensions:||7.01(w) x 9.25(h) x 0.03(d)|
About the Author
Most Helpful Customer Reviews
Very dry. Very little in terms of pictures. A tough, tough read. Carol could be th ebest J2ME MIDP 2.0 programmer in the world, but I can't read long enough to find out. :-) Sorry!
Recently, on buses and trains, I've noticed people using cellphones to play games. On these dinky little screens, with a keypad instead of a keyboard, and with tinny audio. But even having all these constraints, such games have their attraction. This should be the draw to you, to program one of these mobile devices. If the hardware runs Java, then, as Hamer explains, J2ME is used. She describes how Sun stripped out a lot of Java classes, to arrive at a minimal subset that is aware of the severe constraints you face. Limited power. Small screen. Small memory. Intermittant and low bandwidth. No mouse. No keyboard. Get the picture? Yet even under all these limitations, Hamer shows how you can use J2ME and version 2 of MIDP to construct cool games. In many ways, it is harder than writing for a desktop or laptop or game console. But the best attitude is to regard this as a challenge of your ingenuity. Perhaps using this book, you will be the author of the next Tetris. I'm only half joking when I say this. Because there is something about this field that I don't think Hamer explicitly points out. If you go through the book, you should come to the conclusion that you can code an entire game by yourself. Realistically, this is no longer true for games on the other platforms. These are now storyboarded and written by a team of programmers, with often a million dollar budget. With J2ME and this book, you can still do it all.