Figure 2.1 Java 2 Platform editions and their target markets
Figure 2.2 Software layers in a J2ME device
Figure 2.3 Relationship between J2ME configurations and Java 2 Standard Edition
Figure 3.1 Downloading customized services
Figure 3.2 CLDC and MIDP target devices
Figure 3.3 One-handed, two-handed, and stylus-operated mobile information devices
Figure 4.1 Architecture overview of a CLDC target device
Figure 4.2 Two-phase class file verification in CLDC
Figure 5.1 Connection interface hierarchy
Figure 7.1 MIDlet states and state transitions
Figure 8.1 MIDP user interface class hierarchy
Figure 10.1 General principle of Form layout
Figure 10.2 Item layout policy dictated by the device implementation
Figure 10.3 Applying vertical and horizontal layout directives
Figure 11.1 Pixel coordinate system showing the pixel at (4,3)
Figure 11.2 Example of the getRGB method
Figure 11.3 The anchor points for image rendering
Figure 11.4 The anchor points for text rendering
Figure 11.5 Example of the drawLine method
Figure 11.6 Example of the drawArc method
Figure 11.7 Example of the fillArc method
Figure 11.8 Example of the drawRect method
Figure 11.9 Example of the fillRect method
Figure 11.10 Example of the drawRoundRect method
Figure 11.11 Example of the fillRoundRect method
Figure 11.12 Example of the fillTriangle method
Figure 11.13 Example of the drawImage method
Figure 11.14 Transforms for drawing Images
Figure 11.15 Example of the drawRegion method
Figure 11.16 Example of the drawRGB method
Figure 11.17 Example of the copyArea method
Figure 12.1 Game loop flowchart
Figure 12.2 Frames can be arranged in various ways within an Image
Figure 12.3 Each frame in the Image is assigned an index
Figure 12.4 Example of a special frame sequence
Figure 12.5 The reference pixel with a pushpin in its center
Figure 12.6 The reference pixel acts as the center for transforms applied to a Sprite
Figure 12.7 A TiledLayer's static tile set is obtained from an Image
Figure 12.8 The TiledLayer's cells filled with the desired tile indices
Figure 12.9 Appearance of the TiledLayer
Figure 12.10 An update to an animated tile is reflected in all cells that reference it
Figure 12.11 Setting the view window
Figure 12.12 The contents of the view window drawn at a specific location
Figure 12.13 Setting a collision rectangle
Figure 12.14 Boundary-level collision detection
Figure 12.15 Pixel-level collision detection
Figure 12.16 A screen shot from the simple game
Figure 13.1 Overview of MIDP Sound API Architecture
Figure 13.2 Class diagram of the MIDP Sound API
Figure 13.3 MIDP Sound API Player state diagram
Figure 14.1 Structure of a record store
Figure 14.2 Separation of RMS name spaces
Figure 19.1 MIDlet suite name spaces
Figure 19.2 OTA download sequence