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Java Platform Micro Edition Software Development Kit Version 3.0

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Document Information

Getting Started

Java ME Platform SDK Features

Using Sample Projects

Creating and Editing Projects

Viewing and Editing Project Properties

Running Projects in the Emulator

Searching the WURFL Device Database

Finding Files in the Multiple User Environment

Profiling Applications

Monitoring Network Traffic

Lightweight UI Toolkit

Security and MIDlet Signing

BD-J Support

CLDC Emulation on a Windows Mobile Device

Installing CLDC Emulation on a Windows Mobile Emulator

On-device Debugging

Command Line Reference

Logs

JSR Support

JSR 75: PDA Optional Packages

JSR 82: Bluetooth and OBEX Support

JSR 135: Mobile Media API Support

JSR 172: Web Services Support

JSR 177: Smart Card Security (SATSA)

JSR 179: Location API Support

JSRs 184, 226, and 239: Graphics Capabilities

Mobile 3D Graphics (JSR 184)

Choosing a Graphics Mode

Immediate Mode

Retained Mode

Quality Versus Speed

Content for Mobile 3D Graphics

Running Demo3D Samples

Life3D

retainedmode

PogoRoo

Java Bindings for OpenGL ES (JSR 239)

Scalable 2D Vector Graphics (JSR 226)

Running SVGDemo

SVG Browser

Render SVG Image

Play SVG Animation

Create SVG Image from Scratch

Bouncing Balls

Optimized Menu

Picture Decorator

Location Based Service

PlaySVGImageDemo

Running SVGContactList

JSR 205: Wireless Messaging API (WMA) Support

JSR 211: Content Handler API (CHAPI)

JSR 238: Mobile Internationalization API (MIA)

JSR 229: Payment API Support

JSR 256: Mobile Sensor API Support

Index

Quality Versus Speed

One of the challenges of MIDP development is the constrained environment of typical devices. Compared to desktop computers, MIDP devices have slow processors and little memory. These challenges extend into the arena of 3D graphics. To accommodate a wide variety of implementations, the JSR 184 specification provides various mechanisms to make the display of a 3D scene as efficient as possible.

One approach is scoping, a technique where you tell the 3D graphics implementation when objects are not going to interact with each other. For example, if you defined a scene graph for a house, you could use scoping to specify that the light in the basement doesn’t affect the appearance of the bedroom on the second floor. Scoping simplifies the implementation’s task because it reduces the number of calculations required to show a scene.

In general, the best way to improve the rendering speed of 3D scenes is to make some compromises in quality. The Mobile 3D Graphics API includes rendering hints so that applications can suggest how the implementation can compromise quality to improve rendering speed.