Practical Teaching of JAVA-J2ME mobile development

Source: Internet
Author: User
This tutorial is original to enet.
Java 2 Micro Edition is a part of Java 2 and is also known as j2se and J2EE. It is a highly optimized Java operating environment and is applied to a large number of consumer electronic devices, such as cell phones, visual phones, digital set-top boxes, and car-oriented systems, it is also widely used by mobile communication devices, such as mobile phones, two-way pagers, smart cards, personal computer notebooks, and handheld computers. The Java language has platform-independent features transplanted to small electronic devices, allowing applications to be shared between mobile devices. This video focuses on the mobile development of j2's, covering almost all key technologies in mobile development. This tutorial is taught by Mr. Guo kehua.
We recommend that you download the file and then watch it with storm audio and video to quickly drag it. Edit Peng fan.
Chapter 1 system introduction and environment Configuration  
 
Preface 1. j2's Architecture 2. Software Installation (1)
3. Software Installation (2) 4. the first mobile app  
Chapter 2 Advanced Interface Development 1: Basic interface and command  
 
1. Basic MIDlet structure (1) 2. Basic MIDlet structure (2) 3. Button 1
4. Button 2 5. Button 3 6. Button Layout
Chapter 3 Advanced Interface Development 2: Command events and list  
 
1. Button event (1) 2. Button event (2) 3. list box (1)
4. list box (2) 5. list box (3) 6. list box (4)
7. list box (5)    
Chapter 4 Advanced Interface Development 3: Textbox, ticker, and alert  
 
1. Text Box (1) 2. Text Box (2) 3. Text Box (3)
4. scroll bar 5. Prompt box  
Chapter 5 Advanced Interface Development 4: form elements  
 
1. form elements 2. drop-down box 3. Date Field and progress bar
4. Image box 5. text fields 6. stringitem and Layout
Chapter 6 Advanced Interface Development 5: form Element events  
 
1. Element command event (1) 2. Element command event (2) 3. Element status event (1)
4. Element status event (2)    
Chapter 7 case 1  
 
1. Text message interface development (1) 2. Text message interface development (2) 3. Text message interface development (3)
4. Text message interface development (4) 5. Text message interface development (5)  
Chapter 8 Exception Handling  
 
1. Exceptions 2. Common exceptions 3. Exception Handling (1)
4. Exception Handling (2) 5. Custom exceptions  
Chapter 9 Multithreading  
 
1. Thread implementation (1) 2. Thread Implementation (2) 3. Thread implementation (3)
4. Thread Security (1) 5. Thread Security (2)  
Chapter 10 numeric operations, string processing, and time management  
 
1. Numeric operation 2. string processing (1) 3. string processing (2)
4. stringbuffer 5. Time Management (1) 6. Time Management (2)
Chapter 1 random number, set and Timer  
 
1. Random Number 2. Set 3. Timer
4. flashing and shaking    
Chapter 2 canvas development 1: canvas plotting  
 
1. Canvas principle (1) 2. Canvas principle (2) 3. Canvas plotting (1)
4. Canvas plotting (2) 5. positioning (1) 5. Location (2)
Chapter 2 canvas Development 2: buttons and pointer events  
 
1. Key Event 1 2. Key event 2 3. Key event 3
4. pointer events    
Chapter 2 case 2  
 
1. animation Policy 2. animation Development 1 3. animation development 2
4. Expansion and summary    
Chapter 1 RMS programming 1: Basic knowledge  
 
1. RMS Principle 2. RMS basic operations (1) 3. RMS basic operations (2)
4. RMS record operation 5. RMS object read/write (1) 6. RMS object read/write (2)
Chapter 2 RMS programming 2: advanced knowledge  
 
1. Traverse record set (1) 2. Traverse record set (2) 3. Record set monitoring
4. Record Filtering 5. Record sorting  
Chapter 3 case 3  
 
1. Simulate Address Book 1 2. Simulate Address Book 2 3. Simulate Address Book 3
4. Simulate Address Book 4 5. Simulate Address Book 5 6. Simulate Address Book 6
7. Simulate Address Book 7    
Chapter 2 network programming 1: socket programming  
 
1. Socket Principle 2. Socket Connection 3. Socket message sending and receiving
4. Simple chat program 1 5. Simple chat program 2 6. Simple chat program 3
Chapter 4 case 4: Chat Room Development  
 
1. Chat Room (1) 2. Chat Room (2) 3. Chat Room (3)
4. Chat Room (4) 5. Chat Room (5) 6. Chat Room (6)
Chapter 2 network programming 2: UDP Programming  
 
1. UDP principles 2. UDP connection 3. send and receive UDP messages
4. Use UDP to implement Chat Room 1 5. Use UDP to implement Chat Room 2  
Chapter 3 network programming 3: HTTP Programming  
 
1. HTTP server Development 1 2. HTTP server development 2 3. HTTP client Development 1
4. HTTP client development 2 5. Mobile Online Registration System  
Chapter 1 gameapi 1: Game canvas, layers, and game genie  
 
1. Game canvas 1 2. Game canvas 2 3. Game canvas 3
4. Layers 5. Game Genie generation 6. Game Genie hanging points
7. Game Genie Rotation    
Chapter 2 gameapi 2: SPRITE Collision Detection and animation  
 
1. Collision Detection 1 2. Collision Detection 2 3. Collision Detection 3
4. animation genie 1 5. animation genie 2  
Chapter 3 gameapi 3: tiledlayer and Layer Management  
 
1. map Principle 2. Map Cutting 3. Map filling 1
4. Map Filling 2 5. Layer Management 6. Map scrolling
Chapter 2 Optimization of j2's code  
 
1. code optimization 1 2. code optimization 2 3. code optimization 3
4. programming strategies

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