NEED COE OF SENDING J2ME GAME ON WTK 1.4

i need and sample code or help to send the J2ME game form JSP using
Tom Cat 4.1 to WTK (Wire less toolkit)1.4
and also need the help to Conect the WTK with the Http Server

i need and sample code or help to send the J2ME game
form JSP using
Tom Cat 4.1 to WTK (Wire less toolkit)1.4
and also need the help to Conect the WTK with the Http
Server i guess ur confused, better ask for some simple j2me code, that u will be able to run on wtk...

Similar Messages

  • Send J2me game score via GPRS

    I'm able to send data from j2me game from a different PC emulator to another server's tomcat
    but when i try to send on real hp 7210, my server's tomcat didnt recieve the data?
    anyone noe y?
    urgent.....

    Some cellular providers set up their gateways so that they block anything that is not destined to port 80. What access point are you using on your phone for the connection. If you are using a WAP access point then this might be the case (since servlets listen on port 8080).
    In this case try using an internet access point (setting the gateway IP to 0.0.0.0), or use some redirection scheme on your server and send your requests to port 80 (I'm not very familiar with this but I remember someone talking about using something called ISAPI redirection or something for this).
    shmoove

  • Looking for J2ME Game Tutorial

    Hi,
    I really want to start writing J2ME Game, however, at least, I need some source codes before doing anything. Is there any moving Hello World Game? Joking.
    Would u please suggest me where can I find more about J2ME Game, especially source code. I need them in urgent. THx.

    When you download the WTK 2.0 (from this site), you get example applications. Included are 3 (I think) nifty games. I also know that the Nokia SDK also comes with an example of a J2ME game.
    I think that if you are familiar with Java you don't need much than that to start writing your own games.
    shmoove

  • Help with j2me games

    I'm a student that needs help for my school thesis.I'm new to j2me. I'm trying to develop a multiplayer game via GPRS. i have a few general question to ask.I',m doing a round robin game.
    1) I saw in the nokia forum about the http server and tcp server. What is the main difference?Isn't the internet stack is divided to application, transport and network layer and so on?why will have http server and tcp server?isn't that tcp connection also implemented in http server?
    2) In the http server, the server won't start a connection with the client. If i send a http request to the server to start a new game with my opponent, how do the server will nodify my opponent?My opponent don't know i'm sending a game to him.
    3) Is that tcp server has already successfully implemented now?Is there any free tcp server or i need to code it in J2se?
    4) Is that using WAP or IP router to send the internet stack to the server?Which 1 is better?

    internet stack is divided to application, transport
    and network layer and so on?Yes, but a mobile might not have a IP stack, instead a simple connection to a proxy server, which "talks" to the net.
    how do the server will nodify my opponent?My opponent
    don't know i'm sending a game to him.Perodic updates (polling).
    3) Is that tcp server has already successfully
    implemented now?I dont understand the question. Has anyone used TCP/IP on mobile phones (as client software), yes me: http://j2mevnc.sourceforge.net
    Has anyone used the serversocket. Other than demo-ware, not that I know of, not many phones support socket://, let alone serversocket://
    4) Is that using WAP or IP router to send the internet
    stack to the server?Which 1 is better?Depends on your need.

  • J2ME game timer

    Hi,
    I am developing a J2ME game. At the moment i have code which will terminate the game if the game is reaches the time set.
    Now i want to be able to display the count down on the actual game. I want to display it anywhere on the screen but im not sure what i really need to implement to physically the actual counter.
    Can anybody help.
    Thanks

    Problem solved. :)
    Comments are welcome. :)
        public void run()
            int millis_per_tick = 100;
            int counter = 1000/millis_per_tick;
            timeLeftInMillis = 180000;
            Thread currentThread = Thread.currentThread();
            try
                // This ends when myThread is set to null, or when
                // it is subsequently set to a new thread; either way, the
                // current thread should terminate.
                while (currentThread == myThread)
                    long startTime = System.currentTimeMillis();
                    repaint(0, 0, screenWidth, screenHeight);
                    serviceRepaints();
                    long timeTaken = System.currentTimeMillis() - startTime;
                    if (timeTaken < millis_per_tick)
                        synchronized (this)
                            wait(millis_per_tick - timeTaken);
                    if (counter == 0) {
                        timeLeftInMillis = timeLeftInMillis - 1000;
                        counter = 1000/millis_per_tick;
                    else
                        counter--;
                    if (timeLeftInMillis<0) {
                        synchronized(this){
                            isGameOver = true;
            catch (InterruptedException e)
        }

  • J2ME game project advice

    Hey guys, i was hoping to get some advice on a project i am about to start. basically I have just started learning J2ME, using Netbeans. i have went through few tutorials from Hello World to Pong and completed them working fully. Now my project is something not too difficult I hope what i wanted to do was create a dungeons and dragons type game.
    Basically I see my game as a start screen, the user presses start and then the player enters a castle and then there are either 1-4 doors available to walk into one on each side of the screen, the bottom door will always be to take the player to the previous screen.
    I have just started the project, but before I even enter any code i was hoping I could get some advice form you guys first. IN each room I hope to have things for teh player to interact with, wether it is a treasure chest, dragon, another human or traps, I have not decided yet.
    I was thinking of having a class one for each screen, but many screens means many classes. I am not even sure how to start with the titlescreen as i am completely new to J2ME.
    any help would greatly appreciated!
    Thanks!

    I was thinking of having a class one for each screen, but many screens means many classes. I am not even sure how to start with the titlescreen as i am completely new to J2ME.No, that is not what you want. Like you should always do in programming, do-not-start-with-the-code. Very bad practice!
    Start with a piece of paper and draw some simple screen designs. Menu, in game screen, control widgets, etc. Get something visual going quickly.
    Next, Use some proper non-programming related terms to describe the game and stick to them. You do not have screens, you have rooms. Each room has doors in its walls which leads to another room. All the rooms together form a maze. Each room has different properties. It can have 1-4 doors, it might hold an item, a trap, an enemy, etc.
    Given from the short description I have given you, you should already be able to distill a simple design. You can already easily identify two main classes: Maze and Room. A Maze consists of rooms. Each room links to 1-4 other rooms through a door. Each room has zero or more elements in it which are different from room to room. You will want to be able to control per room what it contains. I smell a simple grid based data structure; but then you still need a way to actually create the data for the game. There are two basic options: create a level editor, or auto-generate the mazes based on some simple rules. The latter would be the best choice in this case, as you get endless levels. The former has the benefit of having precise control over the design and difficultly of a maze.
    Auto generated levels become more difficult when you want to add an option to save progress though, as you'd need to be able to not only recreate the level (hint: generate based on a seed) but also restore the progress that the player made in that level. Its up to you really.
    When you have your game fleshed out, its time to start taking the technology into account. You'll have a nice set of functional and technical requirements that you need to fulfill; a good resource on J2ME game programming will probably help you to fulfill most of them. Don't expect to just be able to do this, you'll need to study J2ME a lot and probably do a whole set of test and play programs before to figure out how to do even the simplest things. I recommend you get a good book in stead of trying to piece it together using the internet, in moments like this you need something coherent in stead of something as fragmented as the web.

  • Hi...lags animations in games and messages and album pic..when disable assistive touch,it's true and fix..please release update to fix this in ios 7.1..i need assistive touch and fast game and animation booth!!

    Hi...lags animations in games and messages and album pic..when disable assistive touch,it's true and fix..please release update to fix this in ios 7.1..i need assistive touch and fast game and animation booth!!

    No Apple here, user to user forum.
    I will not be releasing any version of iOS ever.

  • Please! I need someone help with a game

    I got this Error everytime the scene is reseted. I have no clue where mistake is made. Please help!
    TypeError: Error #1010: A term is undefined and has no properties.
        at golfer_fla::MainTimeline/resetScene()
        at golfer_fla::MainTimeline/golfer_fla::frame1()
    TypeError: Error #1010: A term is undefined and has no properties.
        at golfer_fla::MainTimeline/resetScene()
        at golfer_fla::MainTimeline/countDown()
        at flash.utils::Timer/flash.utils:Timer::_timerDispatch()
        at flash.utils::Timer/flash.utils:Timer::tick()
    If that helps I could send my game by mail so someone could check the error which constantly pop out when the golfer hit the ball, ball stops and the scene resets.
    Here is the code:
    //Variables
    var myHead = new head();
    var myArms = new arms();
    var myBody = new body();
    var myStick = new stick();
    var myGround = new ground();
    var myFlag = new flag();
    var myCapsel = new capsel();
    var grassMask:Number;
    var speedUp:int = 2;
    var speedDown:int = speedUp * 8;
    var checker:int;
    var minPower:int;
    var maxPower:int = 110;
    var strength:Number;
    var capselPower:Number;
    var distance:Number;
    var target:int;
    var tryShot:int = 0;
    var myTimer = new Timer(2000, 1);
    //EventListeners
    stage.addEventListener(KeyboardEvent.KEY_DOWN, onDown);
    stage.addEventListener(KeyboardEvent.KEY_UP, onUp);
    stage.addEventListener(Event.ENTER_FRAME, hit);
    myTimer.addEventListener(TimerEvent.TIMER, countDown);
    //Functions
    function resetScene():void {   
        addChild(myBody);
        addChild(myArms);
        addChild(myHead);
        addChild(myStick);
        addChild(myGround);
        addChild(myFlag);
        addChild(myCapsel);
        grassMask = (320 + Math.random()*260);
        myBody.x = 70;
        myBody.y = 296;
        myArms.x = 68;
        myArms.y = 276;
        myArms.rotation = 0;
        myHead.x = 70;
        myHead.y = 215;   
        myStick.x = 68;
        myStick.y = 276;   
        myStick.rotation = 0;
        myCapsel.x = 90;
        myCapsel.y = 331;
        myGround.x = 0;
        myGround.y = 375;
        myGround.grassMask.x = grassMask - 610;
        myFlag.x = grassMask;
        myFlag.y = 375;
        checker = 0;
        minPower = 0;
        target = 0;
        tryShot ++;
        myCapsel.capselFall.gotoAndStop(1);
        myMessage.text = "Press any key!";
    resetScene();
    function invisibleCapsels():void {   
        a1.visible = false;
        a2.visible = false;
        a3.visible = false;
        a4.visible = false;
        a5.visible = false;
        a6.visible = false;
        a1.gotoAndStop(1);
        a2.gotoAndStop(1);
        a3.gotoAndStop(1);
        a4.gotoAndStop(1);
        a5.gotoAndStop(1);
        a6.gotoAndStop(1);
    invisibleCapsels();
    function onDown(e:KeyboardEvent):void {
        checker = 1;
        minPower = -20;
    function onUp(e:KeyboardEvent):void {
        checker = 0;
        capselPower = (myCapsel.x + myStick.rotation) * 3.2;
    function hit(e:Event):void {
        if(tryShot < 7) {
            if((checker == 1) && (myStick.rotation < maxPower)) {
                myStick.rotation += speedUp;
                myArms.rotation += speedUp;
                } else {
                    if(myStick.rotation > minPower) {
                        myStick.rotation -= speedDown;
                        myArms.rotation -= speedDown;
                    if(myStick.hitTestObject(myCapsel)) {
                        stage.addEventListener(Event.ENTER_FRAME, shot);
                } else {
                    myMessage.text = "Game Over\nClick to play again";
                    stage.addEventListener(MouseEvent.MOUSE_DOWN, playAgain);
    function playAgain(e:MouseEvent):void {
        resetScene();
        invisibleCapsels();
        tryShot = 1;
        stage.removeEventListener(MouseEvent.MOUSE_DOWN, playAgain);
    function shot(e:Event):void {
        strength = (capselPower - myCapsel.x);
        distance = grassMask - myCapsel.x;
        if((Math.round(distance) <= 10) && (Math.round(distance) >= 3) && (strength <= 65)) {
            if(target == 0) {
                myCapsel.capselFall.play();
                myCapsel.rotation = 0;
                target = 1;
                this["a" + tryShot].visible = true;
                myMessage.text = "Cooool!";
                myTimer.start();
            } else {
                if(strength > 5) {
                    myCapsel.x += strength / 30;
                    myCapsel.rotation += strength / 4;
                    } else {
                        this["a" + tryShot].visible = true;
                        this["a" + tryShot].gotoAndStop(2);
                        myMessage.text = "Bad Luck!";
                        myTimer.start();
    function countDown(e:TimerEvent):void {
        resetScene();
        stage.removeEventListener(Event.ENTER_FRAME, shot);

    Try adding the following two lines before line 59:
    trace(myCapsel);
    trace(myCapsel.capselFall);
    If one of them traces undefined, it should isolate which object is the problem.  If you describe what is involved with that object.child, then it may help generate an idea of what might be wrong.

  • I cant create account because i dont have credit card but I have ipod touch and I need it to download free games and other stuff

    I cant create account because i dont have credit card but I have ipod touch and I need it to download free games and other stuff.Is there any option i can write i dont have any credit card?
    Sorry abaot my english

    Hi...
    Click None in the Payment Information window.
    Instructions for either using your iPhone or a computer > Creating an iTunes Store, App Store, iBookstore, and Mac App Store account without a credit card

  • HT4314 How to send a game request to my friends

    How to send a game request to my friends

    Hi,
    How about your issue now? Is it fixed?
    I think you will get progessional support from other network related forum. Because VC++ forum aims to discuss and ask questions about the Visual C++ IDE, libraries, samples, tools, setup, and Windows programming using MFC and ATL.
    Hope you can understand.
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    We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place.
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    HERE to participate the survey.

  • I need to cancel the previous game purchase that is not uploaded yet.

    My niece plated games in my IPAD2 and accidentally purchase coins in the games but not continue since my credit card security # not entered. Now everytime I downloded free games it keeps on asking to provide the security key in order to continue the billing. I need to cancel the previous game purchase that is not uploaded ye, what will I do?

    Click here and request assistance.
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  • J2ME game programming

    Helo everyone,
    I am working in j2me game programming plz if
    any one know how make image as small as possible
    in our game program.?
    I am using *.png format of image which is working well
    in game but my game size is very big so plz help me to get
    out of this problem
    Thank u
    Aman Gautam

    hi,
    if you want to do any kind of game programming in J2ME, i suppose you would require to use the Canvas class, well there are a few good resources.. try out
    www.billday.com
    www.javamobiles.com..
    that ought to get u started.
    cheerz
    ynkrish

  • J2Me game programming plz help

    Helo everyone,
    I am working in j2me game programming plz if
    any one know how make image as small as possible
    in our game program.?
    I am using *.png format of image which is working well
    in game but my game size is very big so plz help me to get
    out of this problem
    Thank u
    Aman Gautam

    I solved the same problem by using indexed color images instead of true color.
    So, for example, if you have a colorful background you can convert it to a 256 color image.
    Depending on your specific image and the devices you'll see it on you may or may not notice the difference, but the file size is generally smaller.
    Then you can push further for smaller elements, like, say, a moving object like a pointer or a starship, you can reduce it to 60 or 30 colors, or even less.
    Another technique is to use tiles to build up the background instead of big images. With MIDP2.0 there's the TiledLayer, but you can implement the same with some code also on MIDP1.0 if backward compatibility is of concern.

  • J2ME game gui? J2ME Canvas? J2ME polish? Which is better?

    I am currently trying to build a J2ME brochure like project which is required to have rich presentation.
    JAVA is not a problem for me as I've used it for quite a long time. But since I am very new in J2ME, I am confused which technology to use, should I use j2me game gui, j2me canvas or j2me polish?
    Using j2me game gui looks good. J2me canvas looks a bit tedious to me because for a brochure like project, it will mean I will probably end up using a lot of canvas which make the application quite big. Regarding to J2ME polish, there is not many materials or examples about it. it seems that J2ME polish hasn't been used a lot and I don't know whether it's good or not.
    Anybody knows something about those three? Please give me a hand.
    Thanks.

    J2ME Polish have licensing costs associated with it:
    http://www.j2mepolish.org/licenses.html
    As for Canvas VS GameCanvas:
    GameCanvas is MIDP 2.0 and up, so depending which devices your app supports you might want to stick with Canvas. GameCanvas eases graphics flushing, but double buffering can be implemented on Canvas like so:
    Image offscreen = isDoubleBuffered () ? null :
               Image.createImage (getWidth (), getHeight ());See http://www.developer.com/java/j2me/article.php/10934_1561591_8
    section: Avoiding Flickering

  • J2ME Game

    Hi all, i am making a J2ME game for my mobile(Nokia 7210). But i meet a problem that my mobile is just support MIDP1.0 that is no media api. I know sun provided Mobile Media API, can i use it? But the VM in the mobile do not have the classes, how can it run? Or can i attach the media api classes with my MIDLet game and run directly? If yes, how can i attach it?
    Please help me. Thanks a lot.

    And I forgot to mention, those classes (and a bunch of other Nokia extension classes) can be found on any of the Nokia SDKs on their site. And you're in luck because there's one specially made for the 7210.
    shmoove

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