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I want to create a j2me app with some pleasing UI. I tried polish but I didn't worked well, what are the other options I have?
I am looking for SVG. But I am not comfortable with xml.
please help me with this. than you

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Last Post by jrosh
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There is not much you can do since JME did not improved in last 5-6 years. Newly created LWUIT library seems to be available option, but personally I think it is rubbish, plus not sure which phones actually support it. You can always use Canvas of form with CustomItem, but these are hard to scale for different devices unlike Android.

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There been talks about mobile manufacturers providing JavaFX enabled devices, but I'm not sure if it actually happen. Reason is simple, Android took over after success of iPhone and people slow down sales on "simple" phones

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Can you give me a absolute starting point to canvas. I did some j2me programing but not canvas.(i Don't know whether that sounds ridiculous). Searching in the internet doesn't help at all!

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Can you give me a absolute starting point to canvas. I did some j2me programing but not canvas.(i Don't know whether that sounds ridiculous). Searching in the internet doesn't help at all!

Sorry I do not know any good online resource, as all of them take only small portion of what is Canvas in MIDlet. The best collection I seen so far is from Kicking Butt with MIDP and MSA: Creating Great Mobile Applications by Jonathan Knudsen where in section 4 he has following chapters (link to safari book copy)

  • Chapter 9. Creating Custom Screens
    • Section 9.1. Getting Information about the Display
    • Section 9.2. How Painting Works
    • Section 9.3. Making Colors
    • Section 9.4. Drawing Lines and Shapes
    • Section 9.5. Drawing Text
    • Section 9.6. Measuring Text
    • Section 9.7. Creating Images
    • Section 9.8. Drawing Images
    • Section 9.9. Keeping Resources Small
    • Section 9.10. Drawing on Images
    • Section 9.11. Getting Your Fingers on the Bits
    • Section 9.12. Clipping
    • Section 9.13. Event Handling
    • Section 9.14. Controlling Command Placement
    • Section 9.15. Summary
  • Chapter 10. Custom Items
    • Section 10.1. Custom Item Sizing
    • Section 10.2. Painting
    • Section 10.3. A Pretty Wait Indicator
    • Section 10.4. Handling Events in Custom Items
    • Section 10.5. Internal Traversal
    • Section 10.6. An Interactive Example
    • Section 10.7. Summary
  • Chapter 11. Using the Game API
    • Section 11.1. Tight Looping with GameCanvas
    • Section 11.2. Building Scenes with Layers
    • Section 11.3. Tiled Layers
    • Section 11.4. Sprites
    • Section 11.5. Detecting Collisions
    • Section 11.6. Assembling a Game Scene
    • Section 11.7. A Blocky Example
    • Section 11.8. Summary
  • Chapter 12. Scalable Vector Graphics
    • Section 12.1. The Simplest Way to Show SVG Content
    • Section 12.2. Working with Animated Documents
    • Section 12.3. Digging into an SVG Document
    • Section 12.4. Displaying an SVG Document on Your Own Canvas
    • Section 12.5. Creating New SVG Elements
    • Section 12.6. SVG Event Handling
    • Section 12.7. Summary
  • Chapter 13. 3D Graphics
    • Section 13.1. Creating M3G Files
    • Section 13.2. Displaying 3D Content the Easy Way
    • Section 13.3. Doing It the Hard Way
    • Section 13.4. Summary

Edited by peter_budo: n/a

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