FULL SCREEN DISPLAY problema

Hello everybody!
I've written my first code for J2ME MIDP. I'm learning about paint method of Canvas class.
I put below code in the paint method:
g.drawString("Width: "+Integer.toString(getwidth()),0,0,Graphics.TOP|Graphics.LEFT);
g.drawString("Width: "+Integer.toString(getheight()),0,0,Graphics.TOP|Graphics.LEFT);
g.drawArc........ etc...
When I ran that application on my SE K700i, I can see the information of the width and height of the display screen, that is "W=176 H=176".
But when I ran it on my brother's Nokia 3660, I got "W=176" and "H=144".
Last, I ran it on my sister's Nokia 6610, I got only "W=128" and "H=96".
My questions are:
- Can I set it to a defined size, so when we ran it on any types of devices, we get the same size of display screen?
- There is a panel on top of the screen that show the battery and signal indicators, and one on bottom of the screen for command action. Can I set the application ran FULL SCREEN (no any panels)?
Thanks very much for any reply!

Hi,
There are no standard methods available for scaling images.
But, when you are using TiledLayers and moving Sprites, then you just can keep the images the same. On a phone that has a large screen, you just 'see' more of the game. When you're using a phone that has a smaller screen, then you just 'see' less of the game screen.
There are tutorials and other documents available on the web describing the creation of games using TiledLayer, Sprite and GameCanvas.
But, don't use (create) images that are as large as your screen. It will cause an attack on your device's heap memory and it will introduce inconvenient problems when running the game on different devices with different screensizes...
Good luck!
Cheers,
Jasper

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