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public static int exists(String filename) Returns true if the given
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filename exists
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public int seek(int fileDescriptor, int seekpos) Moves the file pointer for the specified fileDescriptor to the specified seekpos location public int length(int fileDescriptor) Returns the length of the file
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Length will be less than zero if there is an error
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public static int delete(String fileName) Removes a specific file from the storage directory Returns 1 if successful public static int spaceAvailable() Returns how many free bytes are currently available within the phone's file system public static int rename(String source, String dest) Renames the given source file to the new destination name public static int copy(String source,String dest) Copies the given source file as a new file with the destination name
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Summary
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Although the API in this chapter applies only to the Siemens SL45i phone, it also gives you a glimpse of where J2ME profiles are heading
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With better graphic rendering, slicker sprites, tiled backgrounds, delightful audio, and telephonic features, it's possible to design and develop truly kick-butt games
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Part VI: Micro Racer
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IN THIS PART 24 Micro Racer: Putting It All Together
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24 Micro Racer: Putting It All Together
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IN THIS CHAPTER
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The Bad News The Good News Putting Together the Pieces One Game Running Everywhere Summary
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In this chapter, we'll take all the pieces of half-baked gameness from other chapters and blend them together to achieve a full-fledged, professional version of Micro Racer But first, let's recap
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The Bad News
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The bad news, plainly put, is that programming advanced games for handheld devices is a total pain Compared to a desktop system, the screens are miniscule, the user interface is barbaric, the memory is limited, network connectivity is slow and choppy, and the processor is laughable Programming in a language like Java only adds a layer onto this hard-to-digest cake Sun's Kilobyte virtual machine (KVM) gets its name because it takes up a few kilobytes of space But even those few bytes are wasteful The KVM also usurps a fair bit of memory In addition, Java classes have the added overhead of a slow startup While startup is going on, the KVM is going through the class, allocating heap space and verifying the bytecode Additionally, a Java programmer is restricted to the capabilities of the virtual machine Because Java must work on a wide variety of devices, it is written for the lowest common denominator For example, here are some big stumbling blocks:
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No transparent images Without transparency, overlapping sprites look really prickly Any image that might overlap another image or background element will need to be rectangular in order to look good! You cannot grab, copy, or edit the pixels of RGB images on-the-fly This means that ultra-cool graphic effects like fading in, explosions, and dynamic shadows are impossible There is no fill-polygon or fill-triangle method, which makes rendering 3D images quite difficult You cannot copy raw pixel data to the screen (known as blitting) This makes it unfeasible to do any texture-mapping or particle effects, and so on Other than elementary system beeps, there is no audio at all I'll say that again: There is no audio at all! There is no floating-point math This makes some 3D and physics, and even sprite movement, difficult There is no native support or Java Native Interface (JNI) That means you can't dial the phone, work with any of the ringtones, work with any native user interface widgets, and so on
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Additionally, Anfy Team in Italy has put together a detailed list of gaming and graphics-related stuff that MIDP is missing You can see it at http://wwwanfyteamcom/dev/j2me/midpimagehtml
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Because of all the restrictions on a small device, there is no way of fitting in a just-in-time (JIT) compiler This means that code will run quite slowly In fact, while playing around with some casual tests, a J2ME application runs about three to eight times slower than a native Palm application written in a compiled language, such as C So is J2ME like war good for absolutely nothing
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