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Programming Wireless Devices with the Java2 Platform

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Figures

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

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