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Introduction to J2ME

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Title: Introduction to J2ME


1
Introduction to J2ME
2
Java 2 Platform Micro Edition (J2ME)
  • Java platform for small devices
  • A subset of J2SE
  • Released mid June 1999
  • Target devices
  • Two-way pagers
  • Mobile phones, smart phones
  • PDAs (inc PocketPCs)
  • TVs, VCRs, CD players
  • Almost every mobile phone support J2ME

3
J2ME Phones
4
J2ME Phones (Up to 15 Jan 2008)
http//developers.sun.com/mobility/device/pub/devi
ce/list.do?sortmanufacturerfilterIds61page1
5
3 Java Platforms
Java 2 Platform
Java2 Standard Edition (J2SE)
Java2 Enterprise Edition (J2EE)
Java2 Micro Edition (J2ME)
Standard desktop Workstation Applications
Heavy duty server systems
Small memory Constrained devices
6
(No Transcript)
7
J2ME Architecture
  • To increase the flexibility of design, the J2ME
    consists of two distinct layers
  • Configurations and Profiles
  • Configuration
  • Defines the minimum Java technology for a broad
    range of devices with similar capabilities
  • Profile
  • Provides capabilities, layered on top of
    configuration, for a specific device type

8
J2ME Architecture
  • Two types of J2ME configurations
  • Connected Device Configuration
  • Connected Limited Device Configuration

J2ME Profile
Profile
Configuration CDC, or CLDC
J2ME Libraries
Java Virtual Machine
9
APIs (http//java.sun.com/javame/reference/apis.
jsp)
10
CLDC vs CDC
  • CLDC
  • 160 Kbytes to 512 Kbytes of total memory
    available
  • 16-bit or 32-bit processor
  • Low power consumption and often operating with
    battery power
  • Connectivity with limited bandwidth.
  • CDC
  • 2Mbytes or more memory for Java platform
  • 32-bit processor
  • High bandwidth network connection, most often
    using TCP/IP

11
CLDC
12
Mobile Information Device Profile (MIDP)
  • Is a set of APIs that allow developers to control
    mobile device-specific problems
  • i.e. user interfaces, local storage and client
    application lifecycles etc.
  • MIDlets minimum requirements
  • 96 x 54 pixels mono screen
  • two-way wireless network
  • input device (i.e. keypad)
  • 128 KB ROM for CLDC/MIDP class and another 32 KB
    RAM for the KVM
  • Midlets are the most important and popular
    applications in the J2ME family.

13
MIDP
14
Building J2ME Apps- Tool
  • Sun Java Wireless Toolkit 2.x for CLDC (The
    newest version is 2.5.2 in Jan 2008) which can be
    downloaded from
  • http//java.sun.com/j2me/download.html

15
J2ME Wireless Toolkit Demo
  • Launch the Wireless Toolkit
  • Start gt Programs gt Sun Java(TM) Wireless Toolkit
    2.5.2 for CLDC
  • WTK already includes a set of demo programs ready
    to run.

16
J2ME Wireless Toolkit Demo
  • Select menu item File gt Open Project ...
  • Select UIDemo and click Open Project.
  • The projects can be used as the templates of your
    applications.

17
J2ME Wireless Toolkit Demo
  • Click the Build and then the Run buttons.

18
J2ME Wireless Toolkit Demo
  • The main menu screen is shown up. You can choose
    a program and select Launch to start the
    program.

19
MIDlet Programming
  • Any MIDP application must extends MIDlet
  • This is the MIDP equivalent of an applet, where
    starting/stopping is under the control of the
    environment
  • Like Java applets, MIDlets have an application
    life cycle while running on a mobile device.

20
MIDlet Transition States
  • Specifically, a MIDlet can be in one of three
    states as shown

Why do we need a Paused state?
21
Midlet Skeleton
Note that startApp(), pauseApp() and destroyApp()
are abstract methods. Midlet program must
override these 3 methods even if not used.
import javax.microedition.midlet. import
javax.microedition.lcdui. public class MyApp
extends MIDlet public void startApp()
// start up code
public void pauseApp()
// we aren't showing any more
public void destroyApp(boolean unconditional)
// clean up
22
Two Level API
  • There are two areas of the API which you should
    be concerned with - the high and low-level API.
  • High-Level Provides input elements such as,
  • text fields, choices, and form
  • Low-level is for drawing on Canvases and
    capturing keyed events
  • All MIDlet applications need to import the
    necessary midlet and lcdui packages
  • import javax.microedition.midlet.
  • import javax.microedition.lcdui.

23
Displaying Objects
  • High-level Screens have a base class called
    Displayable.
  • To show something on a MIDP device, you need to
    obtain the devices display
  • javax.microedition.lcdui.Display
  • This Display class is the one and only display
    manager for each active MIDlet and provides
    information about the devices display
    capability.
  • Subclassed Displayable classes will fill the
    whole screen

24
Displaying Objects
  • To show a Displayable object you must use the
    setCurrent() method on the Display object.
  • Form mainForm new Form ("First Program ")
  • Display display Display.getDisplay(this)
  • display.setCurrent (mainForm)
  • Note that Form is a Displayable subclass.

25
First Example - HelloWorld
  • import javax.microedition.midlet.
  • import javax.microedition.lcdui.
  • public class HelloWorld extends MIDlet
  • public HelloWorld()
  • public void startApp()
  • Form form new Form( "First Program" )
  • form.append( "Hello World" )
  • Display.getDisplay(this).setCurrent( form
    )
  • public void pauseApp()
  • public void destroyApp( boolean unconditional
    )

26
Building the MIDlet
  • Run the program KToolbar
  • StartgtProgramsgtJ2ME Wireless Toolkit
    2.xgtKToolbar
  • Click on New Project and enter the Project name
    and class name as shown below

27
Building the MIDlet
  • After pressing the Create Project Button, a
    directory tree will be created for the project

28
Building the MIDlet
  • Use TextPad to create a source file
    HelloWorld.java and save it under the directory
    src.

29
Building and Run the MIDlet
  • Click the Build and then the Run buttons.

30
How can the program exit?
  • The program can not exit unless you close the
    emulator.
  • To provide a way to exit the program, you need to
    use Commands.
  • A command is like a button, it has a title, like
    "OK" or "Cancel," and your application can
    respond appropriately when the user invokes the
    command.

31
Event Handling with Commands
  • Displayable, the parent of all screen displays,
    supports Commands.
  • The device determines how the commands are shown
    on the screen or invoked by user.
  • Every Displayable keeps a list of its Commands.
    You can add and remove Commands using the
    following methods
  • public void addCommand(Command cmd)
  • public void removeCommand(Command cmd)

32
Command Objects
  • In J2ME, commands are commonly represented with
    soft-buttons on the device. The following diagram
    shows two Command objects, one with the label
    "Exit" and one with label "View."

soft-buttons
33
Command Objects
  • If there are too many commands to be shown on the
    display, a device will create a menu to hold
    multiple commands. The following diagram shows
    how this might look.

34
Use Command objects
  • The basic steps to process events with a Command
    object are as follows
  • Create a Command object.
  • Add the Command to a Form (or other GUI objects
    TextBox, List, or Canvas).
  • Create and set a listener for the Form.
  • Upon detection of an event, the listener will
    call the method commandAction().

35
Create a Command
  • To create a Command, you need to supply a label,
    a type, and a priority.
  • The type is used to signify a commonly used
    command. It helps device to arrange the commands.

36
Create a Command
  • To create a standard OK command, for example, you
    would do this
  • Command c new Command("OK", Command.OK, 0)
  • To create a command specific to your application,
    you might do this
  • Command c new Command(
  • "Launch", Command.SCREEN, 0)

label
type
priority
37
Priority and Long Label
  • Every command has a priority.
  • Lower numbers indicate a higher priority.
  • If you add a command with priority 0, then
    several more with priority 1, the priority 0
    command will show up on the screen directly. The
    other commands will most likely end up in a
    secondary menu.
  • MIDP also supports for long labels on commands.
  • You can create a command with a short and long
    label like this
  • Command c new Command("Run", "Run simulation",
    Command.SCREEN, 0)
  • The device decides which label it will use based
    on the available screen space and the size of the
    labels.

38
Responding to Commands
  • Commands show up on the screen, but nothing
    happens automatically when a user invokes a
    command.
  • You need to write an object called a listener
    which will be called when the user invokes any
    command in a Displayable.
  • The listener is an object that implements the
    CommandListener interface.
  • To register the listener with a Displayable, use
    the following method
  • public void setListener(CommandListener l)
  • Note it is one Listener per Displayable, NOT one
    Listener per one Command.

39
Example
  • import javax.microedition.midlet.
  • import javax.microedition.lcdui.
  • public class Commander extends MIDlet implements
    CommandListener
  • public void startApp()
  • Displayable d new Form( "Test Command"
    )
  • Command c new Command("Exit",
    Command.EXIT, 0)
  • d.addCommand(c)
  • d.setCommandListener(this)
  • Display.getDisplay(this).setCurrent(d)
  • public void pauseApp()
  • public void destroyApp(boolean unconditional)
  • public void commandAction(Command c,
    Displayable s)
  • notifyDestroyed()

Abstract method of CommandListener. Will be
called when any command in the Form is selected.
40
(No Transcript)
41
Another Command Example (Two Forms)
Launch
Exit
2nd Form
Exit
Go to First Form
42
Another Command Example (Two Forms)
  • import javax.microedition.lcdui.
  • import javax.microedition.midlet.
  • public class Commander2 extends MIDlet implements
    CommandListener
  • Display display null
  • Form f1 null
  • Form f2 null
  • Command firstFormCommand
  • new Command("1st Form", "Go to First Form",
    Command.SCREEN, 0)
  • Command secondFormCommand
  • new Command("2nd Form", "Go to Second Form",
    Command.SCREEN, 0)
  • Command exitCommand
  • new Command("Exit", Command.EXIT, 1)

43
Another Command Example (Two Forms)
  • public void startApp()
  • display Display.getDisplay(this)
  • f1 new Form( "Form 1" )
  • f1.append( "This is Form No. 1" )
  • f1.addCommand(secondFormCommand)
  • f1.addCommand(exitCommand)
  • f1.setCommandListener(this)
  • f2 new Form( "Form 2" )
  • f2.append( "This is Form No. 2" )
  • f2.addCommand(firstFormCommand)
  • f2.addCommand(exitCommand)
  • f2.setCommandListener(this)
  • display.setCurrent( f1 )

44
Another Command Example (Two Forms)
  • public void pauseApp()
  • public void destroyApp(boolean unconditional)
  • public void commandAction(Command c,
    Displayable d)
  • if (cexitCommand)
  • notifyDestroyed()
  • else if (cfirstFormCommand)
  • Display.getDisplay(this).setCurrent( f1 )
  • else
  • Display.getDisplay(this).setCurrent( f2 )

45
Simple Debugging
  • System.out.print and System.out.println can be
    used for debugging.
  • When run in the simulator, the output is put on
    the console, not the phone.
  • public void pauseApp()
  • public void destroyApp(boolean unconditional)
  • public void commandAction(Command c,
    Displayable d)
  • if (cexitCommand)
  • notifyDestroyed()
  • else if (cfirstFormCommand)
  • Display.getDisplay(this).setCurrent( f1 )
  • System.out.println(1st Form is called")
  • else
  • System.out.println("2nd Form is
    called")
  • Display.getDisplay(this).setCurrent( f2 )
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