MOBILE

Mobile Phone Game Programming : A Quick J2ME Primer

1/15/2011 3:36:14 PM
The core set of tools and APIs used to construct normal Java applications is known as J2SE, which stands for Java 2 Standard Edition. J2SE is used to construct both web-based applets and standalone applications. J2EE (Java 2 Enterprise Edition) is another version of Java designed solely for building enterprise applications. J2EE is different from J2SE because it adds significant functionality to support enterprise applications. Think about big networked applications such as the engine that runs eBay or Amazon.com, and you’ll have an idea of what J2EE is designed for.

Given that wireless mobile devices have less computing power and smaller screens than their desktop counterparts, it stands to reason that J2ME represents a simplified version of J2SE with a reduced feature set. J2ME is in fact a subset of J2SE that supports a minimal set of features that are applicable to mobile devices, both wireless and wired.

J2ME also throws in some features that are entirely unique to mobile devices. Together, these three Java development suites (J2ME, J2SE, and J2EE) compose the Java 2 technology.

If you’re concerned about why I’m going into so much detail about J2ME when this is a game programming book, it’s because there are some bare minimums you need to understand in regard to J2ME. Don’t worry—after you get a little more J2ME knowledge under your belt, we’ll take off with the mobile game stuff!

Configurations and the Connected Limited Device Configuration (CLDC)

If you use J2ME, you will encounter some new terms and acronyms that you might as well go ahead and get behind you. The first one is a configuration, which is a minimum set of APIs used for developing applications to run on a certain range of devices. A standard configuration for wireless devices is known as the Connected Limited Device Configuration, or CLDC. The CLDC describes a minimum level of functionality required for all wireless mobile devices. The CLDC takes into consideration factors such as the amount of memory available to such devices, along with their processing power.

To be a little more specific, the CLDC clearly outlines the following pieces of information with respect to wireless mobile devices:

  • The subset of Java programming language features

  • The subset of functionality of the Java virtual machine

  • The core APIs required for wireless mobile application development

  • The hardware requirements of the wireless mobile devices targeted by the CLDC

You might assume that the entire Java programming language is available for use in mobile devices, but in fact some features are disabled under the CLDC because of the limited processing power of mobile devices. In addition to spelling out API details, the CLDC also specifies minimum hardware requirements for Java-powered devices:

  • 160KB of total memory available for Java

  • 16-bit processor

  • Low power consumption (often battery power)

  • Network connectivity (often wireless with a 9,600bps or less bandwidth)

As this list reveals, CLDC devices include, but are not limited to, mobile phones, pagers, PDAs, pocket computers, and home appliances. Of course, our interest is in the CLDC as it applies to mobile phones.

Gamer’s Garage

In addition to the CLDC, J2ME defines another configuration known as the CDC (Connected Device Configuration), which is geared toward devices that are larger and more powerful than CLDC devices. Consequently, the CDC has more features than the CLDC.


Profiles and the MIDP

On top of a configuration sits a profile, which is a more specific set of APIs that further targets a particular type of device. A configuration describes in general terms a family of devices, whereas a profile gets more specific and isolates a particular type of device within that family. The Mobile Information Device Profile, or MIDP, is a profile built on top of the CLDC that describes a wireless mobile device such as a mobile phone or pager.

In addition to specifying APIs for use in MIDP application development, the MIDP also describes minimum hardware and software requirements for an MIDP device. The next two sections outline these hardware and software requirements, which are very important because they let you know the worst case scenario your games will face when it comes to mobile phone hardware and software.

Gamer’s Garage

There are actually two versions of the MIDP profile: 1.0 and 2.0. Although MIDP 1.0 phones have a wide installed base, MIDP 2.0 is where J2ME offers serious features for mobile game developers. This book focuses solely on the newer MIDP 2.0 standard. MIDP 2.0 phones are rapidly replacing the first generation 1.0 phones, if they haven’t already as you read this.


Assessing the MIDP Hardware Requirements

The hardware requirements for MIDP 2.0 devices are an important part of the MIDP standard. These requirements are broken down into the following device properties:

  • Memory

  • Input

  • Display

  • Networking

The memory requirements for MIDP devices are as follows:

  • 256KB of nonvolatile memory for the MIDP API libraries

  • 128KB of volatile memory for the Java runtime system

  • 8KB of nonvolatile memory for persistent application data

The input requirements of MIDP devices stipulate that an MIDP device must have a keyboard or touch screen. The keyboard can be either one-handed or two-handed, and it is possible that a device might have both a keyboard and a touch screen. Notice that a mouse isn’t an input requirement because it is unlikely that a mobile device would be capable of using a mouse. However, it is quite possible for a device to use a stylus with a touch screen.

Gamer’s Garage

In case you’re wondering, joysticks are starting to enter the MIDP equation. Sony/Ericsson and Samsung offer mobile phones with a tiny little joystick embedded in the keypad. Because the MIDP doesn’t specifically support joysticks, the four basic directions (up, down, left, and right) allow a joystick to be supported if joystick directions were mapped to keys.


The display requirements for MIDP devices are a little more interesting because the screens for mobile devices represent one of the most constrained hardware properties. MIDP device displays must have a screen size of 96 pixels by 54 pixels with a 1-bit color depth. This means that the screen must be at least 96 pixels wide and 54 pixels high, and must be at least black and white. Furthermore, the aspect ratio of the display must be 1:1, which simply means that pixels must be square. Believe it or not, many computer monitors don’t have a 1:1 aspect ratio, which means that pixels are actually rectangular in shape. Not so with MIDP device screens!

Gamer’s Garage

In reality, the vast majority of mobile phones blow out the MIDP 2.0 screen minimum by supporting color, and in most cases also have screens larger than the 96×54 minimum.


The last hardware area targeted by the MIDP specification is networking, which dictates the minimum networking support required of an MIDP device. An MIDP device must have a two-way, wireless network connection of some sort. It is expected that such a connection may be intermittent, such as a dial-up connection, and that it also may have limited bandwidth (9,600bps). This is important because it informs you that you must be very conscious of bandwidth issues when designing network games, especially games that rely on lots of time-critical updating such as action games.

Examining the MIDP Software Requirements

The cross-platform nature of Java helps alleviate concerns over the wide range of mobile device operating systems. Even so, the MIDP specification lays some ground rules about what is expected of the operating system in an MIDP device. Following are the major software requirements for MIDP devices:

  • A minimal kernel to manage low-level hardware features such as interrupts, exceptions, and scheduling

  • A mechanism to read from and write to nonvolatile (persistent) memory

  • A timing mechanism for establishing timers and adding time stamps to persistent data

  • Read/write access to the device’s wireless network connection

  • A mechanism to capture user input from a keyboard or touch screen

  • Minimal support for bitmapped graphics

  • A mechanism for managing the life cycle of an application

These requirements, although somewhat minimal, still provide a reasonably rich set of features that are available for use by an MIDP game.

Other  
  •  Mobile Phone Game Programming : Java As a Mobile Game Platform
  •  Mobile Phone Game Programming : Getting to Know Mobile Platforms
  •  Mobile Application Security : The Apple iPhone - Local Data Storage: Files, Permissions, and Encryption
  •  Mobile Application Security : The Apple iPhone - Permissions and User Controls
  •  iPhone Application Developmen : Using the View-Based Application Template (part 3)
  •  iPhone Application Developmen : Using the View-Based Application Template (part 2) - Preparing the View Controller Outlets and Actions
  •  iPhone Application Developmen : Using the View-Based Application Template (part 1)
  •  Mobile Application Security: Application Format
  •  Mobile Application Security: Security Testing
  •  Mobile Application Security: The Apple iPhone - Development
  •  Building Android Apps : Installing KiloGap in the Emulator
  •  Building Android Apps : Build KiloGap
  •  Building Android Apps: Create an Android Virtual Device
  •  Building Android Apps: Going Native - Setting Up the Environment
  •  Building Android Apps: Introduction to PhoneGap
  •  iPhone Application Development : How Xcode and Interface Builder Implement MVC
  •  iPhone Application Development : Understanding the Model-View-Controller Paradigm
  •  Building Android Apps: Going Offline - Debugging
  •  Building Android Apps: Creating a Dynamic Manifest File
  •  Building Android Apps: Online Whitelist and Fallback Options
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