Exit Print View

Java Platform Micro Edition Software Development Kit Version 3.0, Mac OS

Get PDF Book Print View

Document Information

Getting Started


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

Network Monitoring

Lightweight UI Toolkit

Security and MIDlet Signing

CLDC Emulation on a Windows Mobile Device

Installing CLDC Emulation on a Windows Mobile Emulator (Windows Only)

On-device Debugging

Command Line Reference


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

JSR 180: SIP Communications

JSR 184: Mobile 3D Graphics

Choosing a Graphics Mode

Quality Versus Speed

Content for Mobile 3D Graphics

Running Demo3D Samples

JSR 205: Wireless Messaging API (WMA) Support

JSR 211: Content Handler API (CHAPI)

JSR 226: Scalable 2D Vector Graphics

JSR 229: Payment API Support

JSR 238: Mobile Internationalization API (MIA)

JSR 256: Mobile Sensor API Support


Content for Mobile 3D Graphics

Most mobile 3D applications use scene graphs in resource files to describe objects, scenes, and characters. Usually it is not programmers but graphic designers or artists who create the scene graphs, using standard 3D modeling tools.

Several vendors offer tools for authoring content and converting files to the JSR 184 format.

Because it is relatively difficult to create and manipulate 3D graphics content in an application using the immediate mode API, most applications rely as much as possible on a scene graph file. By putting as much as possible into the scene graph file at design time, the application’s job at runtime is considerably simplified.

ing HTML re