MOBILE

Programming the Mobile Web : Content Delivery (part 3)

2/4/2011 4:48:29 PM

3. Application and Games Delivery

In the beginning, the mobile content delivery world centered around ringtones and wallpapers. To deliver this kind of content, we should rely on what we have seen before: if we deliver the proper MIME type, the file will be saved by the mobile phone. For current devices, ringtones are generally MIDI or MP3 files, while there are other audio formats suitable for low-end and older devices. A wallpaper can be a JPG, an animated GIF, or even a Flash Lite file for compatible devices.


Note:

You can use any dynamic image resizing library to generate a wallpaper with the right dimensions for the device. The best solution is to have three templates of the same image to avoid deformation: a vertical, a horizontal, and a square version of the same image, in a large size. Then, using the WURFL properties, you can use the correct version and resize it as needed.


The next content that appeared on the market was games, followed by applications (the difference is not technical).

Applications delivery can be useful:

  • If you are creating a game or application store

  • If you are developing a mobile website for a current application

  • If you have a richer version of your mobile website available as a widget or application

  • If you are providing a shortcut for your website embedded as an application

The formats that you can deliver from a website are:

  • Java ME (formerly J2ME)

  • Flash Lite

  • Symbian native applications

  • Widgets

  • Android applications

  • Windows Mobile applications

  • BlackBerry applications

We cannot deliver iOS native applications for iPhone, iPad, or iPod directly to users, as the App Store is the unique public way to install and deliver applications for this OS. However, we can link to the App Store native application with the app we want the user to buy or download onscreen.

There are similar restrictions on delivering webOS applications.

For widgets and Android, Symbian, and Windows Mobile applications, we just need to use the right MIME type when delivering the file. No special mechanism is used.

Charging for Content

You may be wondering how you can charge for content using the user’s bill or available credit. There is no simple or standard solution for this; to do it universally you would have to have a contract with every carrier in every country in which you wish to sell your content, and every carrier has its own charging method.

The classic method is to send an HTTP request to the carrier’s server with an XML or any other standard file defining the user’s ID or phone number, the content type, and the amount to charge for the content. The server responds with a status code indicating whether the payment has gone through or if there has been a problem. This method implies that we receive the user’s ID or phone number in a header.

More modern methods involve sending a redirect with parameters from your website to the carrier’s site, where the user will be prompted to pay for the content. If the payment goes through, the user will then be redirected again back to your server, where you provide the content.

The GSM Association’s OneAPI is trying to standardize this process across carriers. More information about this API can be found at http://gsma.securespsite.com/access.

You can, of course, use other classic payment methods, like PayPal or credit card processing. PayPal offers Mobile Checkout, an API for mobile commerce. If you have a PayPal account, go to API Permissions and enable mobile checkout. More information is available at http://www.mobilexweb.com/go/paypal.

Google Checkout is also available for mobile devices, and it requires no additional setup if you already have an account: it will work with mobile devices automatically.

Bango (http://www.bango.com) also offers mobile billing through operators, even for users connecting via WiFi, in over 150 countries.


4. Java ME

Java ME was the preferred language for games and applications for years. Its usage is declining, but it is still the most widespread platform in the world. It is compatible with Nokia, non-Android Motorola, LG, Samsung, Sony Ericsson, BlackBerry, and many other devices.

A Java ME project is shipped as a JAR (Java ARchive) file, which is just a ZIP file containing the application (compiled classes and resources). It must be delivered using the MIME type application/java-archive. Many phones accept this file type directly, although the best (and 100% compatible) way of delivering Java ME games or apps is to first deliver a JAD (Java Application Descriptor) file. The JAD file is just a text file served with the MIME type text/vnd.sun.j2me.app-descriptor that contains metadata about the application, similar to OMA Download’s download descriptor files (in fact, OMA download took this approach from Java).

So, the device first downloads the JAD file and shows the information to the user (name of the application, size, format, etc.). If the user accepts, the JAR file is then downloaded and installed. The Java ME developer usually generates the JAD file, and we receive it in its final state. However, as it is a text file, we can generate it ourselves or change it using a server-side script.


Note:

If you are delivering games or advanced applications, it is common to create different versions for different device sets, to deal with portability problems and differences between platforms. In this situation, you will need to be sure to deliver the right JAD and JAR file versions for the current device, if they exist.


At the time of this writing, there are two major versions of the Java ME platform for mobile devices: MIDP 1.0 and MIDP 2.0. There are more subversions and differences in APIs and configurations, but this is beyond the scope of this book. If we’re providing the same application or game in both versions (e.g., basic and advanced versions), we should first check the device’s compatibility with Java ME and then deliver the correct JAD and JAR files. WURFL has properties to check if MIDP 1 or MIDP 2 is available.

4.1. Serving JAD files

Let’s analyze a part of the MIDP 1.0 version of the JAD file sent to the device when a user tries to download Opera Mini 3:

MIDlet-Version: 3.1
MIDlet-1: Opera Mini 3, /i.png, Browser
MIDlet-Data-Size: 10240
MIDlet-Description: Opera Mini
MIDlet-Icon: /i.png
MIDlet-Info-URL: http://mini.opera.com/
MIDlet-Install-Notify: http://mini.opera.com/n/13045Bviprdome_en
MIDlet-Jar-Size: 58800
MIDlet-Jar-URL: opera-mini-3.1.13045-basic-en.jar
MIDlet-Name: Opera Mini 3
MIDlet-Vendor: Opera Software ASA
Content-Folder: Applications
MicroEdition-Configuration: CLDC-1.0
MicroEdition-Profile: MIDP-1.0

The emphasized parts of the code are the ones that we need to care about when delivering Java ME applications.


Note:

There are a lot of other standard and vendor-specific JAD attributes that can be defined, from virtual keyboard support on touch-screen devices to digital signatures.


MIDlet-Jar-URL defines the relative or absolute URL of the JAR file. We can insert the JAR file directly here, or, if we want to secure and log the download, we can use a URL to a dynamic script including a URL parameter included in the JAD generation.

MIDlet-Install-Notify is the same as the installNotifyURI parameter in OMA Download. It is an optional parameter that defines a URL that will receive by POST the same codes as in OMA Download (from 900 to 906), as seen in Table 10-6.


Note:

There is another optional JAD attribute, MIDlet-Delete-Notify, that defines a URL that will receive by POST a notification when the user deletes the application from the device. Using this attribute is not recommended; it is not reliable, and the user may not want to connect to the Web when deleting an application.


Starting with MIDP 2.0 (the version compatible with almost all Java ME devices on the market today), the standard added new codes that we can receive in the MIDlet-Install-Notify URL. The added status codes are shown in Table 3.

Table 3. Additional MIDP 2 status codes
CodeMessageDescription
907Invalid JARThe JAR (executable package) is invalid and could not be installed.
908Invalid Configuration or ProfileThe device is not compatible with the versions of the libraries used in the package.
909Application Authentication FailureA security problem has occurred.
910Application Authorization FailureA security problem has occurred.
911Push Registration FailureA push notification registered in the JAD file is invalid.
912Deletion NotificationThe user has deleted the application from the device (used when MIDlet-Delete-Notify was defined).
913Required Package Not Supported by the DeviceA package or API marked as required by the application is not available on the device.

In the MIDlet-Icon and MIDlet-1 parameters, you can find an icon URL (the same path appears twice). This deserves an explanation.

4.1.1. Icon definition

A Java ME application (called a MIDlet, because it is a MIDP application) can define an icon to be placed in the applications menu of the mobile device once it has been installed. This icon is placed inside the JAR archive, and we define it in the JAD file. What’s the problem? Every platform has its own preferred icon size. Even on different devices based on the same OS, the icon size can change. In addition, the developer wants the user to have the best possible experience (as do we), and a broken, small, or pixelated icon creates a bad user experience.

There are two solutions:

  • The Java developer creates n packages for each device or group of devices.

  • The Java developer creates one or more packages with all the possible icon sizes inside the JAR and then we, as the web developers, use a device library to dynamically define in the JAD which icon is the best for the current device.

4.2. Custom properties

Java ME allows us to define custom properties in the JAD file as string values. Each property can then be read by the Java ME application when it’s executed. A custom property is just a key: value line in the JAD file. This technique must be coordinated with the Java ME developer. These values cannot be changed by the user and are fixed with the application until it is deleted or updated.

This can be useful for providing any of the following:

  • A download ID for future identification

  • User agent or device information that the server knows but Java ME does not

  • A username or user ID for transactions

  • Key codes for nonstandard keys that the server knows but Java ME does not

  • IP or server addresses

  • Other useful or dynamic parameters

4.3. Java ME for BlackBerry

Newer BlackBerry devices accept the same JAD and JAR files that we’ve been examining. However, the most compatible way to serve Java ME files on these devices is to use BlackBerry’s own format for JAR files: COD files.

BlackBerry uses the same JAD files, with two new mandatory attributes: RIM-COD-URL and RIM-COD-Size. The COD file must be served as application/vnd.rim.cod, and it is generated using a free tool from RIM that converts a JAR into a COD file.

5. Flash Lite Content

Flash Lite movies, games, or applications are just SWF files. The problem with this format is that a SWF file is not “an installed application”; it is managed like any other document on the device, as a file in the filesystem. For Flash Lite content to be installed as an application, it should be contained in another format, such as:

Nokia Flash Lite (NFL)

Nokia provides a packager for Flash Lite for Series 40 devices.

Symbian SIS

There are many Flash packagers for Symbian that can embed Flash content in a Symbian native format.

Widget for Symbian

For compatible devices, you can embed a Flash application in a widget.

Capuchin

The Capuchin Project is an API compatible with Sony Ericsson devices that allows the usage of a SWF file inside a Java ME application.

The NFL format is just a ZIP file with a .nfl extension, served as application/vnd.nokia.flashlite-archive, with a minimum of three files inside: a SWF, an icon file, and a descriptor.inf text file. The contents of the text file look something like this:

FL-Version: 1.0
FL-Icon: image.png
FL-Name: Super Game
FL-Root: supergame.swf


Note:

An XML-based file that represents a bookmark is available on some Nokia, LG, and Sony Ericsson devices. Check for support in the Accept header by looking for the MIME type application/x-wap-prov.browser-bookmarks.


6. iPhone Applications

If you have your own application that has already been accepted for distribution via the App Store, or if you want to provide users with a link to buy or download an application, game, ebook, music file, movie, or TV show, you can use a special iTunes link that will open iTunes or the App Store automatically, displaying the desired content.

You can create one of these links using the web service iTunes Link Maker, available at http://www.apple.com/itunes/linkmaker. You can select which country’s App Store to look for the content in, and then search for the content you want to link.


Note:

Android Market, one of the application stores for the Android OS, has its own URL scheme for linking to an application or searching the store from a website. The format is market://search?q=<search>, using the application name in the <search> field.


For example, to provide a link that the user can visit to buy the movie Terminator Salvation, we can use the code provided by the iTunes Link Maker:

<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewMovie?id=338372479
&s=143441&uo=6" target="itunes_store"><img height="15" width="61" alt=
"Terminator Salvation (Director&#39;s Cut)" src="http://ax.phobos.apple.com
.edgesuite.net/images/badgeitunes61x15dark.gif" /></a>


Other  
  •  Programming the Mobile Web : Content Delivery (part 2) - File Delivery
  •  Programming the Mobile Web : Content Delivery (part 1) - Defining MIME Types
  •  iPhone Application Development : Using Switches, Segmented Controls, and Web Views (part 3)
  •  iPhone Application Development : Using Switches, Segmented Controls, and Web Views (part 2)
  •  iPhone Application Development : Using Switches, Segmented Controls, and Web Views (part 1)
  •  iPhone Application Development : Using Advanced Interface Objects and Views - User Input and Output
  •  Windows Phone 7 Development : Wiring Up Events to an Application Bar ( part 2)
  •  Windows Phone 7 Development : Wiring Up Events to an Application Bar ( part 1) - Reacting to Add Button Events
  •  Adding an Application Bar to a Windows Phone 7 Application (part 3) - Adding an Application Bar Using Managed Code
  •  Adding an Application Bar to a Windows Phone 7 Application (part 2) - Adding a Local Application Bar Using XAML & Adding Menu Items
  •  Adding an Application Bar to a Windows Phone 7 Application (part 1) - Adding Images for Use with Application Bar Buttons & Adding a Global Application Bar Using XAML
  •  iPhone Application Development : Creating and Managing Image Animations and Sliders (part 3) - Finishing the Interface
  •  iPhone Application Development : Creating and Managing Image Animations and Sliders (part 2) - Adding an Image View
  •  iPhone Application Development : Creating and Managing Image Animations and Sliders (part 1)
  •  iPhone Application Development : User Input and Output
  •  Windows Phone 7 : Using Accelerometer Data to Move a Ball
  •  Server-Side Browser Detection and Content Delivery : Mobile Detection (part 4) - Device Libraries
  •  Server-Side Browser Detection and Content Delivery : Mobile Detection (part 3) - Transcoders
  •  Server-Side Browser Detection and Content Delivery : Mobile Detection (part 2) - Detecting the Context
  •  Server-Side Browser Detection and Content Delivery : Mobile Detection (part 1) - HTTP
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