1.1. Not Plastics, but Wireless
1.2. MIDP, the Heart and Soul of Mobile Java Technology
1.5.5. Security and Transactions
1.5.7. Advanced Application Invocation
1.5.8. Advanced Application Services
1.7. What about JavaFX Mobile?
2.1. Sun Java Wireless Toolkit for CLDC: A Toaster Oven
2.2. NetBeans Mobility Pack: A Gourmet Kitchen
2.6. The Command Line: A Campfire
3.2. Put Something on the Screen
3.3. Give the User Something to Do
3.4. Get the Source Code Online
4.1. JVM Features You Might Miss
4.2. Strings, Primitive Types, and System Methods
4.4. Using Streams for Input and Output
4.4.2. Reading Input Data Completely
4.5. Dates, Collections, and Random Numbers
SECTION II: THE LIVES OF MIDLETS
5.1.1. AMS, the MIDlet Puppeteer
5.1.2. What about That unconditional
Argument?
5.1.3. MIDlets Can Control Their Destinies
5.2. Using the Browser and Making Calls
5.4. Protection Domains and Signed MIDlet Suites
5.6. The Bottom Line on MIDlet Signing
Chapter 6. Starting MIDlets Automatically
6.1. Responding to Network Connections
6.1.3. Finding Incoming Connections
6.1.4. A Push Registry Example
6.2. Running a MIDlet at a Specific Time
6.3.1. Invoking a Content Handler
6.3.2. Writing a Content Handler MIDlet
6.3.3. Putting It All Together
6.3.4. Static Content Handler Registration
Chapter 7. Basic User Interface
7.2. TextBox, the Runt of the Litter
7.4. Using Alerts for Notifications
7.5. A Very Quick Introduction to Images
7.8. The Whole Story on Commands
Chapter 8. More User Interface
8.4. Three Lists in One Example
8.10. Please Drink Form Responsibly
8.11. Item Change Events and Item Commands
Chapter 9. Creating Custom Screens
9.1. Getting Information about the Display
9.11. Getting Your Fingers on the Bits
9.14. Controlling Command Placement
10.4. Handling Events in Custom Items
Chapter 11. Using the Game API
11.1. Tight Looping with GameCanvas
11.2. Building Scenes with Layers
Chapter 12. Scalable Vector Graphics
12.1. The Simplest Way to Show SVG Content
12.2. Working with Animated Documents
12.3. Digging into an SVG Document
12.4. Displaying an SVG Document on Your Own Canvas
12.5. Creating New SVG Elements
13.2. Displaying 3D Content the Easy Way
SECTION V: STORAGE AND RESOURCES
14.1. Itsy Bitsy Teenie Weenie Databases
14.2. Working with Record Stores
14.5. Iterating through Records
14.6. A Place to Keep Your Stuff
Chapter 15. Reading and Writing Files
15.2. Working with Files and Directories
15.3. Somewhere, a Place for Us
15.4. Finding Pictures, Music, and Other Goodies
Chapter 16. Contacts and Calendars
16.1. Understanding the PIM API
16.2.5. Special Methods for Contact Lists
16.2.6. Special Methods for Calendars and Appointments
16.2.7. Special Methods for To-Do Lists
16.3. Where Do Lists Come From?
16.6. Don’t Forget Permissions
Chapter 17. Mobile Internationalization
17.5. Formatting Numbers and Dates
Chapter 18. The Generic Connection Framework
18.5. Advanced HTTP Techniques
Chapter 19. Text and Multimedia Messaging
19.4. Sending Multipart Messages
19.6. A Simple Messaging Application
Chapter 20. Bluetooth and OBEX
20.1. Control Your Own Bluetoothiness
20.2. Finding Other Bluetooth Devices and Services
20.4. Making a Client Connection
20.6. Authorization and Encryption
20.8. Don’t Forget the Push Registry
20.9. Permissions for Bluetooth and OBEX
20.10. The BlueChew Application
Chapter 21. XML and Web Services
21.4. Parsing XML without JSR 172
21.7. A Mobile Client for Flickr
Chapter 22. Session Initiation Protocol
22.5. Receiving SIP Requests and Sending Responses
Chapter 23. Playing and Recording Sound and Video
23.1. Boring Background Information
23.7. Playing Sampled Audio Content
23.9. The Tone Sequence Player
23.10. The Interactive MIDI Player
23.13. You Can’t Make Everyone Happy
Chapter 24. Advanced Multimedia
24.2. Controlling Image Format
SECTION VIII: SECURITY AND TRANSACTIONS
Chapter 25. Smart Cards and Cryptography
25.2. Testing SATSA Applications with the Emulator
25.3. Basic Smart Card Communication
25.4. Smart Card Communication with Java Card RMI
26.2. Matching Applications to Payment Providers
26.3. Editing Payment Provisioning Information
Chapter 27. Know Where You Are
27.3. Receiving Periodic Location Updates
27.7. Simulating Device Location
Chapter 28. Application Architecture
28.1. Use the Strengths of Java ME
28.2. Use the Strengths of the Internet
28.3. Don’t Cram the Desktop into a Java ME Application
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