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Session2-J2ME development-environment

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J2ME development-environment
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1 Introduction to J2ME Outline MIDP Building J2ME Apps- Tool J2ME Wireless Toolkit Demo MIDlet Programming -- MIDlet Transition States -- Midlet Skeleton -- Two Level API -- Displaying Objects -- First Example – HelloWorld -- Event Handling with Commands -- Command Example
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Page 1: Session2-J2ME development-environment

1Introduction to J2ME

Outline MIDP Building J2ME Apps- Tool J2ME Wireless Toolkit Demo MIDlet Programming

-- MIDlet Transition States

-- Midlet Skeleton

-- Two Level API

-- Displaying Objects

-- First Example – HelloWorld

-- Event Handling with Commands

-- Command Example

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2Introduction to J2ME

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.

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3Introduction to J2ME

MIDP

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4Introduction to J2ME

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

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5Introduction to J2ME

J2ME Wireless Toolkit Demo Launch the Wireless Toolkit:

– Start > Programs > Sun Java(TM) Wireless Toolkit 2.5.2 for CLDC

WTK already includes a set of demo programs ready to run.

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6Introduction to J2ME

J2ME Wireless Toolkit Demo Select menu item

File > Open Project ... Select UIDemo and

click Open Project.

The projects can be used as the templates of your applications.

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7Introduction to J2ME

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

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8Introduction to J2ME

J2ME Wireless Toolkit Demo The main menu screen is shown up. You can choose

a program and select Launch to start the program.

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9Introduction to J2ME

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.

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10Introduction to J2ME

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

shown:

Why do we need a Paused state?

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11Introduction to J2ME

Midlet Skeletonimport 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 }}

Note that startApp(), pauseApp() and destroyApp() are abstract methods.

Midlet program must override these 3 methods even if not used.

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12Introduction to J2ME

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.*;

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13Introduction to J2ME

Displaying Objects High-level Screens have a base class called

Displayable. To show something on a MIDP device, you need to

obtain the device’s display

– javax.microedition.lcdui.Display This Display class is the one and only display

manager for each active MIDlet and provides information about the device’s display capability.

Subclassed Displayable classes will fill the whole screen

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14Introduction to J2ME

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.

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15Introduction to J2ME

First Example - HelloWorldimport 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 ) {}}

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16Introduction to J2ME

Building the MIDlet Run the program KToolbar

Start>Programs>J2ME Wireless Toolkit 2.x>KToolbar

Click on New Project and enter the Project name and class name as shown below

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17Introduction to J2ME

Building the MIDlet After pressing the Create Project Button, a directory

tree will be created for the project:

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18Introduction to J2ME

Building the MIDlet Use TextPad to create a source file HelloWorld.java

and save it under the directory src.

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19Introduction to J2ME

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

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20Introduction to J2ME

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.

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21Introduction to J2ME

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)

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22Introduction to J2ME

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

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23Introduction to J2ME

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.

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24Introduction to J2ME

Use Command objects The basic steps to process events with a Command

object are as follows:

1. Create a Command object.

2. Add the Command to a Form (or other GUI objects TextBox, List, or Canvas).

3. Create and set a listener for the Form. Upon detection of an event, the listener will call the

method commandAction().

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25Introduction to J2ME

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.Command Meaning

BACK returns to the previous screen.

CANCEL standard negative answer to a dialog

EXIT for exiting from the application.

HELP a request for on-line help.

ITEM specific to the items of the Screen or the elements of a Choice.

OK standard positive answer to a dialog

SCREEN an application-defined command

STOP A command that will stop some currently running process, operation, etc.

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26Introduction to J2ME

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);

labeltype priority

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27Introduction to J2ME

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.

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28Introduction to J2ME

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.

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29Introduction to J2ME

Exampleimport 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.

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30Introduction to J2ME

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31Introduction to J2ME

Another Command Example (Two Forms)

Launch

Exit

Exit

2nd Form

Go to First Form

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32Introduction to J2ME

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);

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33Introduction to J2ME

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 ); }

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34Introduction to J2ME

Another Command Example (Two Forms) public void pauseApp() { }

public void destroyApp(boolean unconditional) { }

public void commandAction(Command c, Displayable d) { if (c==exitCommand)

notifyDestroyed(); else if (c==firstFormCommand)

Display.getDisplay(this).setCurrent( f1 ); else

Display.getDisplay(this).setCurrent( f2 ); }}

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35Introduction to J2ME

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 (c==exitCommand)

notifyDestroyed(); else if (c==firstFormCommand) {

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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