I'm here to collect some information on tools used in Java Card development

Hi All,
Thank you for reading this message, I'm a technician from a software company. We are currently developing softwares based on java card technology. The complicated jcdk configurations and java settings are quite not easy to use. I'm coming here for asking a new set of tools which may help. Can any one give some suggestion?

Hi,
Are you looking for free or commercial tools? Are you developing for smart card or GSM/mobile?
Many of the big card vendors have a commercial tools for developing with their cards. Some are harder to get than others. If you have a specific card vendor in mind you can contact them directly to see what tools they can offer. If your company is planning on purchasing a large number of cards the vendors are usually pretty happy to help out where ever they can.
Another option is to develop a set of scripts or tools around the JCDK.
Cheers,
Shane

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  • Need some OO design pointers for a Java card game I wrote for uni

    Hi,
    I hope a few of you Java sifus can help me understand I dilemma I keep finding myself in.
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    I've got the animation code figured out in terms of how to move 'images' around a screen to make a pleasing animation. The problem is there are no clickable listeners for images, so the Images needs to be inside some container; a widget which can fire events - Hence the reason I have chosen to extend JPanel for my Cards.
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              String str; //the imageIcon constructor accepts filenames as strings so this string holds the filename of the corresponding card image file.
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         }This is how I envisage a new class diagram for my game:
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    Game Class <--- Holds a Deck instance, Players instances, and the GUI instance
    Player Class <-- Will contains hand 'instances' , but I will not create a seperate 'Hand' Class, I will use an ArrayList.
    AI Class extends Player Class
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    Faz_86 wrote:
    Hi,
    I hope a few of you Java sifus can help me understand I dilemma I keep finding myself in.
    I created a card game for a university assignment which works great but its not very OO at the moment.
    I only have 3 classes; a Card class, a Deck class and a Game class which contains all my GUI, AI, Game Controller, Player and Hand code.
    The assignment is over but I feel like enhancing the game, adding animation, multiplayer, several AI agents etc.
    Admirable, and the best way to learn, doing something that interests you.
    The first thing I have attempted is animation and I've hit a brick wall. I am trying to create animation for my card game whereby I have an animation showing the cards being shuffled and then an animation which shows the cards being dealt to the players. The game then commences. The cards on the GUI then need to be clickable (MouseListeners?) to play the game. If you're running Windows 7, load up 'Hearts' and you'll know what I'm trying to achieve.
    I don't understand how the GUI, and Card class need to be seperated so that its good OO.
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    Do a quick Google on the model view controller pattern. Your listeners are your controllers. Your JPanel, JButton, etc. are your view. The AI, Player, Card and Deck (and presumably something like Score) are your model. Your model should be completely testable and not dependent on either the controller or the view. Imagine you could play the game from the command line. Get that working first. Then you can add all the bells and whistles for the UI.
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    (redacted)
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    I've got the animation code figured out in terms of how to move 'images' around a screen to make a pleasing animation. The problem is there are no clickable listeners for images, so the Images needs to be inside some container; a widget which can fire events - Hence the reason I have chosen to extend JPanel for my Cards.
    and a Deck class, snippet is as follows:
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              int cardCount = 0;     //This variable counts the cards. Is used to assist in the name generation of the imageicon filename
              String str; //the imageIcon constructor accepts filenames as strings so this string holds the filename of the corresponding card image file.
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                        cardCount+=1;     //incrementing the card count (the card files are named 1-52 as integers)
                        str = Integer.toString(cardCount); //Integer is converted to string type before being added to string str variable
                        str += ".png"; //To complete the image filename, ".png" has to be concatenated to the string.
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         }This is how I envisage a new class diagram for my game:
    I am not an animation buff, so I will assume the above works.
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    Player Class <-- Will contains hand 'instances' , but I will not create a seperate 'Hand' Class, I will use an ArrayList.Does a player really have multiple hands? It seems to me more of a one-to-one relationship (or a player has a one-to-many relationship to Card).
    AI Class extends Player ClassWhy extend Player? Create a Player interface, then have a HumanPlayer and AIPlayer implementation. Common parts could be refactored out into either a helper class (delegation) or AbstractPlayer (inheritance).
    GUI ClassMy assumption is that this class has a reference to the master JFrame.
    Deck Class <-- contains 52 cards
    Yes. You may end up recycling this class such that a Deck can also function as a Hand for a given player. If there are differences between the two, create an interface and have a Hand and a Deck implementation. Coding to interfaces is a good thing.
    My question is, how do I show the Cards on the GUI if my Cards are in a Deck and the Deck is held in the Game class?You need to pass a reference to the appropriate view class. That is how MVC works. The controller receives a request from the view, dispatches to some model functionality you write (such as GameRulesEngine, Deck, etc.) and returns a result to the view (which could be the same view or a different one, imagine someone clicking 'high scores').
    Please note that there are 52 cards, so potentially 52 images on the GUI, each of which needs to be clickable. When clicked, the cards are moved about, e.g. from the deck to a players hand, from a players hand back to the deck, from a players hand to a players current move hand.
    etc
    That is up to you to write the animation code. In principle, you have a mouse listener, and then you take the appropriate rendering steps.
    I've read that GUI, program control, and logic should be seperated. If thats the case, what do I have in my GUI class if the Cards (which are JPanels) are held in the Deck class which in turn is held in the Game class?
    See above.
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    You are welcome.
    I know what I have written may not be fully clear. I find it hard sometimes to fully convey a problem at hand. Please let me know if you don't understand what I've written and I'll do my best to explain further.No, you have been doing fine.
    - Saish

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