Section 1: Introduction to Java ME and programming fundamentals Chapter 1: Introduction to Java ME, Symbian OS and mobiles 1.1 2003 - The Rise of the Mobiles 1.2 2008 - The Mobile Generation 1.3 Meet the host - Symbian OS 1.4 What is Java? 1.5 Java ME 1.6 Great - But Why Use Java ME on Symbian OS? 1.7 Java's Place in the Sun 1.8 Marketing Routes 1.9 Time for a Face Lift 1.10 Summary Chapter 2: Fundamentals of Java ME Programming 2.1 Java MicroEdition environment 2.2. Introduction to MIDp 2.3. MIDP Graphical User Interface APIs 2.4. Other MIDP APIs 2.5. MIDP Security Model 2.6. Networking and the Generic Connection Framework 2.7. MIDP 2.0 and the JTWI (Java Technology for the Wireless Industry) 2.8. Optional APIs in the JTWI 2.9. The Symbian OS Java MicroEdition Certification 2.10 Summary Section 2: Java ME on Symbian OS (core and advanced chapters) Chapter 3: Enter Java ME on Symbian OS 3.1 Running a first MIDlet on a Symbian smartphone (not another "Hello World") 3.2 What APIs are supported 3.3 Proprietary JAD attributes 3.4 Computing capabilities of Java ME on Symbian OS 3.5 Java ME hosted on a powerful OS 3.6 Tooling up for Java ME on Symbian OS 3.7 Java ME management on the device 3.8 Crossing to the native land of Symbian OS 3.9 Knowing your way around, to find more information 3.10 Summary Chapter 4: Handling diversity 4.1 General approaches to handling diversity 4.2 Detecting diversities using properties 4.3 Using adaptive code and flexible design to handle diversity 4.4 Handling JSRs fragmentation 4.5 Handling transitions between foreground and background 4.6 Supporting diverse input mechanism 4.7 Handling diverse multimedia formats and protocols 4.8 Handling screen and display diversity 4.9 And when there is no trick you can pull. 4.10 Summary Chapter 5: Java ME SDKs for Symbian OS 5.1 Recommended tooling approach for Java ME on Symbian OS 5.2 Generic SDKs -Java ME SDK 3.0 and WTK 2.5.2 5.3 S60 5th Edition and 3rd Edition SDKs 5.4 SDKs for UIQ 3 UI platform 5.5 UIQ 3 SDK 5.6 SDKs for Sony Ericsson SJP-3 5.7 Motorola MOTODEV Studio 5.8 Summary Section three: Drill down into MSA, DoJa and MIDP game development Chapter 6: Designing advanced applications with MSA 6.1 So what is MSA? 6.2 Cool, now what can I do with MSA? 6.3 Spicing up legacy MIDP application using MSA 6.4 Beyond MSA 1.1: MIDP 3.0 and MSA 2.0 6.5 MSA and Symbian 6.6 Summary Chapter 7: DoJa (Java for FOMA) 5.1 In The Beginning... 5.2 DoJa - The Facts 5.3 I Love JAM 5.4 Your Basic Ops Manual 5.5 Eclipsing DoJa 5.6 Dirty Hands 5.7 The Big Squeeze 5.8 A Safe Port 5.9 Game Dev 5.10 DoJa 5.1 Profile 5.11 DoJa 5.1 Features 5.12 Summary Chapter 8: Writing MIDP games 8.1 What Is a Game? 8.2 Building a Simple MIDP Game 8.3 MIDP 2.0 Game API Core Concepts 8.4 Building an Advanced Java Game on Symbian OS 8.5 Summary Chapter 9: Java ME best practices 9.1 Invest in user experience 9.2 Good Java ME programming practices 9.3 streamlining the deployment and lifecycle 9.4 General Symbian OS specific tips 9.5 Summary Section four: Under the hood of the Java ME platform Chapter 10: Java ME subsystem architecture 10.1 The Java applications and the Symbian OS points of view 10.2 How Symbian OS differs from other Java hosting operating systems 10.3 First overview on architecture and main processes 10.4 The AMS 10.5 The mean and lean, Virtual Machine 10.6 The Symbian MIDP implementation layer 10.7 Handling asynchronous Symbian OS operations 10.8 Java level debugging support 10.9 Performance 10.10 Security 10.11 Summary Chapter 11 Integration of JSRs with Symbian OS 11.1 Importance of integration with native Symbian OS services 11.2 Types and levels of integration 11.3 Integration challenges, costs and considerations 11.4 Which integration style is the right one 11.5 Enumerating the example JSRs 11.6 JSR-75 FileConnection package 11.7 Null integration of JSR-172 Web Services 11.8 Tight integration with licensees mandatory customization - LCDUI 11.9 Integration of JSR-135 MMAPI and MIDP 2.0 Media API 11.10 Integration of JSR-177 SATSA APDU package 11.11 Integration of JSR-180 SIP 11.12 Summary Appendices Appendix A: WidSets A.1. Why is it relevant to Java? A.2. WidSets architecture and features A.3. Using WidSets A.4. Creating widgets A.5. Developing rich widgets A.6. Summary Appendix B: SNAP Mobile B.1. Snap Mobile overview B.2. Game development and publishing process B.3. Technology overview B.4. Getting started with development B.5. SNAP Mobile Client API B.6. Summary
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