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
Roy Ben Hayun
ISBN: 978-0[zasłonięte]470-748-8
Paperback
482 pages
February 2009
In this book, experts from Symbian, Nokia and Sun Microsystems expose the power of Java ME on Symbian OS. The book introduces programming with Java ME on Symbian OS, and also reveals what is found 'under-the-hood'.
It is logically divided into four main sections:
-
Introduction to Java ME and programming fundamentals
-
Java ME on Symbian OS (core and advanced chapters)
-
Drill down into MSA, DoJa and MIDP game development
-
Under the hood of the Java ME platform
The book also includes two appendixes onSNAP Mobile technology and WidSets.
With over ten years' experience in Java technologies and over four years' experience at Symbian, the lead author Roy Ben Hayun now works for Sun Microsystems as a systems architect in the Engineering Services group, which leads the development, marketing and productizing of Java ME CLDC and CDC on different platforms.
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