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1 Agenda History Java Universe Understanding Java ME Configuration Profile Java ME : CLDC Java ME : MIDP 2 History 1990: Java started as an internal project at Sun Microsystems 1995: Initial release of JDK 1.0 (applets servlets) 1999: JavaOne conference Subdivision of Java in • Java 2 Enterprise Edition (J2EE) • Java 2 Standard Edition (J2SE) Java 2 Micro Edition (Java ME) (successor of Personal Java and Embedded Java) 2000/01 First mobile phones with support for J2ME 3 Java Universe 4 What is Java ME? Java ME : Java 2 Platform, Micro Edition “Java for small devices” Java ME is downsized version on J2SE It is currently restricted to JRE 1.3 features Divided in configurations, profiles and optional APIs/JSRs 5 Existence of Java ME In the early 1990s, Sun Microsystems created a new programming language called Oak with cross-platform support Primary focus on small handheld device with an LCD touch-screen and built-in wireless networking and infrared communications Market was not ready Internet market was booming now oak rename java It was now divided into two group J2SE & J2EE After a long time demand began to grow for Java on smaller devices and even on smart cards, thus returning Java to its roots. J2ME born later rename it as Java ME 6 Advantage of Java ME “Write Once, Run Anywhere” Portability across the widest range of devices Provide best solution for an extremely wide range of small device Secure Incorporation of high usability and value features Easy to master 7 Java ME Specification 8 Configuration At the heart of the Java ME platform is the configuration. A configuration defines a minimal Java runtime environment suitable for a certain class or family of devices. In particular, a configuration defines: The capabilities of the Java virtual machine (VM) The native code that interfaces with the underlying system A set of Java runtime classes for running applications Minimal device requirements for memory and input/output mechanisms. Configuration CLDC CDC 9 How CLDC, CDC Configurations came into existence Mobile phone , TV set-Top Boxes, Home appliances etc. having •Limited processing power • Limited graphical capability •Limited battery power •Lower power consumption •Limited memory • Working on intermittent connection and limited bandwidth CLDC targeted for? • KVM based devices CDC targeted for? • JVM based devices 10 Connected Device Configuration A subset of Java Standard Edition. Contains almost all the libraries of Java SE except GUI related. Optimized for multi-threaded low memory conditions. 2 MB or more memory for Java platform Four profiles are based on CDC: • Foundation Profile • Personal Basis Profile • Personal Profile •Gaming Profile Designed for Mobile & Embedded Devices with higher Processing Power, Memory and Display. Current Release: CDC 1.1.2 (JSR 218) 11 Connected Limited Device Configuration 160 – 512K of memory available for Java. Typically has limited power or battery operated. Network connectivity, often wireless, intermittent, low - bandwidth. Core Java class libraries available on a particular category of devices. 32 kilobytes memory for runtime memory allocation. Two profiles are based on CLDC: Mobile Information Device Profile Information Module Profile 12 CLDC API Structure CLDC defines a core of APIs, mostly taken from the J2SE world. These include fundamental language classes in java.lang, stream classes from java.io, and simple collections from java.util. CLDC also specifies a generalized network API in javax.microedition.io.*; 13 CLDC Core API 14 Profile A profile is layered on top of a configuration It is a collection of Java based APIs that supplement a Configuration to provide capabilities for a specific vertical market or device type (for example, wireless: mobile devices, set-top box etc.). The main goal for a profile is to provide flexibility to the Java Community while still maintaining portability across device types. Profiles are defined by open industry working groups (Samsung,Nokia, Sony ericsson,LG etc.)utilizing the Java Community Process Program. In this way industries can decide for themselves what elements are necessary to provide a complete solution targeted at their industry. 15 Profile Profiles define the application life cycle model, the user interface, and access to device specific properties. Java ME Profiles: Mobile Information Device Profile (MIDP) PDA Profile (PDAP) Foundation Profile (FP), Personal Profile (PP) and Personal Basic Profile (PBP). RMI Profile Game Profile 16 Java ME Family 17 KVM Sun's Kilobyte virtual machine • ~ 50K • With libraries + KVM ~130K Designed from ground up to meet needs to mobile devices Highly configurable but limits us because of size restrictions 18 KVM Limitations Doesn’t support float or double data types (CLDC 1.1 does) java.util greatly reduced Limited string, and I/O functionality No JNI or custom class loaders Change in classfile verification preverification 19 KVM Limitations java.lang subset and in some cases modified interface and implementation signatures •Runtime - Reduced signature to memory operations freeMemory(), gc(), totalMemory()) and exit() •System (reduced signature) •Threading –Thread groups or daemon threads Provide ~8 K of data storing facility {RMS} Unicode is supported, but far fewer encodings are supported 20 One More Glance 21 MIDP MIDP stands for Mobile Information Device Profile. MIDP combined with the Connected Limited Device Configuration (CLDC), is the Java runtime environment for today's mobile information devices (MIDs) such as phones and set top box. Provide Graphical User Interface Currently MIDP 2.0/2.1 device in market A keypad, keyboard, or touch screen Two-way wireless networking capability Media Support Database support 22 MIDP features Externally triggered Java ME activation is supported { SMS , MMS, CBS etc} Access native services {dial tel number, open system browser etc} User Interface Multimedia access { playing tone, songs etc} Gaming API Network Connectivity 23 MIDP Packages 24 MIDP UI Library 25 MIDlet What is MIDlet ? A MIDlet is a MID Profile application javax.microedition.midlet.MIDlet; The application must extend this class to allow the application management software (AMS)to control the MIDlet javax.microedition.midlet.MIDlet; MyApp It Allows AMS to create, start, pause, and destroy a MIDlet 26 Application Management System AMS software must work in conjunction with the device's native system software Control app lifecycle Starting, Stopping & Pausing KVM Control by AMS Java ME app run under the control of KVM AMS list all the installed MIDlet on the system Task done by AMS Installation, Upgrade & Version management to removal of application software 27 AMS Action & MIDlet State 28 MIDlet lifecycle 29 MIDlet lifecycle MIDlet belong to javax.microedition.midlet.*; package. Every Java ME MIDlet based on three method •startApp •pauseApp •destroyApp startApp method • The startApp method is called when the MIDlet is started. •After startApp has completed, the MIDlet is in Active state. • It check whether any elements have been set as the current screen (Display). 30 MIDlet lifecycle pauseApp • MIDlet application start with pause state. •pauseApp call by external event like SMS, phone call etc. destroyApp • When application wants to terminate MIDlet it calls destroyApp • MIDlet goes into the Destroyed state •destroyApp method provides unconditional parameter •false MIDlet refuse to terminate • true AMS terminate the MIDlet • notifyDestroyed notifies the AMS that the MIDlet has entered Destroyed state 31 MIDlet lifecycle MIDlet import javax.microedition.midlet.MIDlet; public class FirstMidlet extends MIDlet { public void startApp() { // MIDlet in Active State } public void pauseApp() { //MIDlet in Pause state } public void destroyApp(boolean unconditional) { //MIDlet in Destroyed state } } 32 Hands On Hands On try it your self 33 Java ME Development Cycle Writing the code •Using the text editor, enter source code, save the code as <name>.java Compiling the code • <name>.class Pre-verification • <name>.class { increase size upto 5%} Get JAD & JAR Run MIDlet on device 34 Java ME Development Cycle 35 MIDlet Suite The MIDlet suite is JAR & JAD file’s that contain one or more MIDlet JAR=Java Archive File JAD=Java Application Descriptor The JAD makes information available to the application manager. With this information, the manager can determine if the device can accommodate the MIDlet 36 Inside JAR JSR is a production, packaged application generally consist of many files. In addition to Java classes, other files such as images and application data, known as resources, may be part of the package. You bundle all this information together into a single entity, a JAR file. 37 Inside JAD The JAD file provides information about the JAR, there are six attributes that must be included into the JAD file. Required six must JAD attributes: •MIDlet-Name -- Name of the MIDlet suite •MIDlet-Version -- Version number of the MIDlet •MIDlet-Vendor -- Who created the MIDlet •MIDlet-<n> -- Information about the MIDlet(s) in the suite •MIDlet-Jar-URL -- The URL of the JAR file •MIDlet-Jar-Size -- The size, in bytes, of the JAR Optional attributes: •MIDlet-Description: •MIDlet-Delete-Confirm: •MIDlet-Install-Notify: 38 Inside manifest Reside inside the JAR file to provide the additional information about the JAR, there are six attributes that must be in the manifest file Mandatory Attributes: • MIDlet-Name -- Name of the MIDlet suite • MIDlet-Version -- Version number of the MIDlet • MIDlet-Vendor -- Who created the MIDlet • MIDlet-<n> -- Information about MIDlet(s) in the suite • MicroEdition-Profile -- What profile is required by the MIDlet • MicroEdition-Configuration -- Configuration is required by the MIDlet Optional attributes: • MIDlet-Icon: • MIDlet-Description: • MIDlet-Info-URL: Location 39 Over the Air 40 Over the Air OTA is Over the Air provisioning, users acquire the jad/jar as required via their browser MIDP OTA Specification – Device Functionality • Support for HTTP 1.0 or 1.1 • Discovery Application (to locate application and to download) • AMS to manage OTA Application Provisioning life cycle. 41 J2ME MIDP packages Application Lifecycle package • javax.microedition.midlet User Interface package • javax.microedition.lcdui Networking package • javax.microedition.io Core packages • java.lang, java.io, java.util Record Management Store • javax.microedition.rms 42 lcdui package MIDP UI is divided into two levels: the High-level and the Low-level 43 lcdui package 44 lcdui package User-interface classes in javax.microedition.lcdui (and lcdui.games) Device’s display is represented by an instance of Display. • Accessed from factory method getDisplay() Display keeps track of what is currently visible, which is an instance of Displayable Current state of the screen is changed by passing Displayable instances to Display’s setCurrent() method 45 High Level UI High-level API’s for high portability (Screen) High – level MIDlet look and feel is same on all devices No direct access to device features • Color, device inputs, screen size Implementation provides interaction (scrolling, navigation, drawing) Input key event handling is not available in high-level APIs by default. The high-level APIs are: Alert - A popup screen to notify the user about an event. Form - A screen to which Form Items can be added. The Items are also considered high-level APIs. List - A screen containing a scrollable list of choices. TextBox - A screen in which the user can enter or edit text. 46 Example import javax.microedition.midlet.MIDlet; import javax.microedition.lcdui.Display; import javax.microedition.lcdui.Displayable; import javax.microedition.lcdui.Command; import javax.microedition.lcdui.CommandListener; import javax.microedition.lcdui.Form; public class HelloMidlet extends MIDlet implements CommandListener{ private Form form = null; private final Command cmdExit = new Command("Exit",Command.EXIT,1); private final String name=“Hello World”; public void startApp() { form = new Form(name); form.addCommand(cmdExit); form.setCommandListener(this); Display.getDisplay(this).setCurrent(form); } public void pauseApp() { } public void destroyApp(boolean unconditional) { } public void commandAction(Command c, Displayable d) { destroyApp(true); notifyDestroyed(); } } 47 Event Handling High Level Event Handling Low Level Event Handling 48 High Level Event Handling Handling events in the high-level API is based on a listener model. •CommandListener Interface •ItemStateListener Interface Command - The javax.microedition.lcdui.*; package provides the Command class • Command(String label, int commandType, int priority) 49 High Level Event Handling Command Type - The type specifies the command's intent. The defined types are: BACK, CANCEL, EXIT, HELP, ITEM, OK, SCREEN, and STOP. ... Command exitCommand = new Command("Exit", Command. EXIT, 1); Command backCommand = new Command("Back", Command. BACK, 1); Command moreCommand = new Command("More", Command.SCREEN, 2); ... 50 Low Level Event Handling Canvas allows capturing of key-press events for most of the keys available on the device. The only way to respond keyboard input is by overriding the following methods •protected void keyPressed(int keyCode) •protected void keyReleased(int keyCode) •protected void keyRepeated(int keyCode) Code snippet protected void keyPressed(int keyCode){ //handle key code } 51 Low Level Event Handling The minimal set of keys required by the MIDP specification to be captured is: •The digits 0 through 9 •The star or asterisk character (*) • The pound or hash character (#) Standard key codes • KEY_NUM0 To KEY_NUM9 •UP ,DOWN ,LEFT ,RIGHT ,FIRE •GAME_A ,GAME_B ,GAME_C ,GAME_D 52 Low Level UI Full control over the pixel 53 Low Level UI In contrast to the high-level API, the low-level API allows full control of the MID display at pixel level The low-level API is composed of the Canvas, Graphics The Canvas and Graphics classes work together to provide low-level control over a device. To create your own canvas must extends your class with Canvas class. To writing/drawing on Canvas must implement paint method public void paint(Graphics g) { … } 54 Graphics Graphics object is used by the Canvas to do all 2D geometric rendering capability. Rendering of Graphics can be done directly to the display or to an off-screen image buffer. 55 Canvas It provides method to handle the low level events{ key press, pointer events} Issue graphics object for drawing to display It provides methods to identify the device's capabilities and mapping of keys to game actions It can register Command Listener Canvas define following keys: •KEY_NUM0,KEY_NUM1,KEY_NUM2,KEY_NUM3,KEY_NUM4, KEY_NUM5,KEY_NUM6,KEY_NUM7,KEY_NUM8,KEY_NUM9, KEY_STAR,KEY_POUND. 56 Canvas Game action Key: •UP,DOWN,LEFT,RIGHT,FIRE,GAME_A,GAME_B,GAME_C,and GAME_D. Code snippet public class MyCanvas extends Canvas{ public void paint(Graphics g){ g.drawString(...); } } 57 Canvas Key Handling … protected void keyPressed(int keyCode) { switch (keyCode){ … case Canvas.KEY_NUM3: System.out.println(getKeyName(keyCode)); break; ... } } … 58 Canvas Game Action Key Handling protected void keyPressed(int keyCode){ int action = 0; try { action = getGameAction(keyCode); switch(action){ case Canvas.DOWN: System.out.println(getKeyName(keyCode)); break; } } 59 Canvas Pointer Event Handling … protected void pointerPressed(x, int y){ if(x>0 && y<50){ …. } } … 60 Low Level External Interrupts Interruptions such as incoming calls to a Java ME application in a device invokes hideNotify() and showNotify() on any displaying canvas. The showNotify() method is called prior to the Canvas actually being made visible on the display, and the hideNotify() method is called after the Canvas has been removed from the display. /*called when an interrupt such as incoming call is received*/ protected void hideNotify() { } /*called when an interrupt such as incoming call is ended*/ protected void showNotify() { } 61 Example import javax.microedition.lcdui.Canvas; import javax.microedition.lcdui.Graphics; import javax.microedition.lcdui.Displayable; import javax.microedition.lcdui.Image; public class MIDPCanvas extends Canvas implements CommandListener, Runnable { … public MIDPCanvas(DemoMidlet mid) { … } public void paint(Graphics g) { g.drawImage(offScreen, 0, 0, Graphics.LEFT | Graphics.TOP); g.drawImage(ball, ix_co, iy_co, Graphics.LEFT | Graphics.TOP); } protected void keyPressed(int keyCode) { int key = 0; try { key = getGameAction(keyCode); } catch (Exception ex) { key = keyCode; } switch (key) { case Canvas.LEFT: ix_co--; if(ix_co<0){ ix_co=0; } break; case Canvas.RIGHT: ix_co++; if ((ix_co + (iballWidth)) >= iScreenWidth) { ix_co = ix_co - 1; } break; case Canvas.UP: iy_co--; if(iy_co<0){ iy_co=0; } break; case Canvas.DOWN: iy_co++; if((iy_co + iballHeight)>=iScreenHight){ iy_co=iy_co-1; } break; } } } } } 62 Class Hierarchy of the GCF 63 Generic Connection Framework The CLDC has define a set of APIs for I/O called the Generic Connection Framework. The GCF, part of the javax.microedition.io package, defines interfaces & Classes for the different kinds of I/O that are possible(such as HTTP, socket, or streams). The CLDC does not actually define any I/O implementations these are left to the profiles and/or the OEM to define. 64 GCF – Protocol Support Its support for different connection protocols Connector class is used to request to open a Connection Connector.Open("protocol:address;parameters"); Opening various connection types •Connector.Open("socket://…"); •Connector.Open("http://..."); •Connector.Open("datagram://…"); •Connector.Open("file://..."); 65 GCF - example import java.io.*; import javax.microedition.io.*; … public void run() { try { HttpConnection httpConn = (HttpConnection) Connector.open(textField.getString(), Connector.READ_WRITE); InputStream inputStrem = httpConn.openDataInputStream(); int i=0; ... while((i=inputStrem.read())!=-1){ … } … inputStrem.close(); httpConn.close(); } catch (Exception ex) { ex.printStackTrace(); } }… 66 javax.microedition.lcdui.game.*; 67 javax.microedition.lcdui.game.*; Game package API javax.microedition.lcdui.game.*; is compact and consists of only five classes. They are: •Game Canvas •Layer •Layer Manager •Sprite •TiledLayer 68 Canvas Vs Game Canvas Canvas Known as low-level user interface, it provides a rich variety of possibilities to draw onto the display. A class which extends Canvas has to implement the method “paint ()” with instructions that draw elements in the screen. GameCanvas is a Canvas extension to simplify game development and to fix weak points from Canvas. Using GameCanvas is easier to control key events and update the screen. To control key events you just have to use the method getKeyStates() instead of using 3 methods (keyPressed, keyReleased keyRepeated) used in Canvas and to update the screen you just use flushGraphics() method. 69 Canvas Vs Game Canvas Using Canvas protected void keyPressed(int keyCode) { switch (getGameAction(keyCode)) { Using GameCanvas case UP: Public void getEventStatus(){ … int key = getKeyStates(); break; if ((key & LEFT_PRESSED) != 0) { … } } protected void keyRepeated(int } keyCode) { switch (getGameAction(keyCode)) { case UP: break; } 70 RMS Simple record-oriented database (RMS) stored in Flash memory Device-independent API Records are arrays of bytes that live in record stores Record stores are shared within MIDlet suite •MIDP allows for optional sharing of record stores between MIDlet suites Support for enumeration, sorting, and filtering Atomic update for single records 71 RMS Sharing of record stores 72 RMS Create record Store To create a recordstore you can use RecordStore.openRecordStore() with the second parameter set to true. //open record if present else create a record ... RecordStore rs = null; try { rs = RecordStore.openRecordStore("RecordName", true); } catch (Exception exe) { //unable to open record or create record } finally { try{ //to close the record store rs. closeRecordStore(); }catch(Exception ex){ } } ... 73 RMS Close Record Store To close the record store you can call closeRecordStore() it will close specific Record Store ... try{ rs. closeRecordStore(); } catch (Exception ex){ } ... 74 RMS Add Record to RecordStore To add record get bytes of record and call addRecord() to add the record to the record store ... String str= "firstRecord"; //get bytes of record byte[] rec = str.getBytes(); try { // added record to recordstore rs.addRecord(rec, 0, rec.length); } catch (Exception e) { } ... 75 RMS Read Record from RecordStore Set the array of bytes using the record size and call getRecord() method to retrieve the Record Data. ... byte[] getData; try { for (int i = 1; i <= rs.getNumRecords(); i++) { getData = new byte[rs.getRecordSize(i)]; rs.getRecord(i, getData, 0); } } catch (Exception exe) { } ... 76 RMS Delete Records form Record Store To delete the record of specific id call the deleteRecord(int recordID) ... try{ for(int i=rs. getNumRecords(); i>0;i--) { rs.deleteRecord(i); } } catch(Exception ex){ } ... 77 RMS Deleting the Record Store ... private final String S_LOGIN = “loginRS”; try{ RecordStore.deleteRecordStore(S_LOGIN); }catch(Exception ex){ } ... 78