
Today's mobile phones put the basic functionality of the Internet
into the hands of users. And as online gaming continues to
rise in popularity, the challenge of bringing it to Java
technology-enabled handsets is taking center stage.
In the late 1990s, the average mobile phone offered few features
other than the ability to store names, numbers, and call
histories—it was simply a device for making and receiving calls on
the run. What a difference a few years can make: Today's mobile
devices—they're no longer just phones—are multipurpose networking
tools that, in addition to voice services, deliver information and
entertainment to consumers in real time.
In the last 12 months, mobile devices have become increasingly
powerful and desirable, with color screens, offline operation, and
even integrated cameras that allow "see what I see" interactions
with friends and family. An estimated 100 million mobile devices are
shipped each year, far exceeding shipments of laptop computers.
With this kind of volume for what are essentially miniature mobile
computers, and with the increasing popularity of online gaming, game
developers are beginning to build sophisticated games that players
can carry along anywhere to play on their own, with server-based
competitors, or in networked communities.
Capturing the mobile market opportunity hasn't been easy, though,
primarily because there are so many different devices and
networks—even a simple sound or beep might not translate from one
device to the next. Developers have focused on creating games for
specific devices supported by specific operators and networks rather
than taking on the laborious task of adapting games for every type
of device. As a result, a particular game may be available only to a
small percentage of mobile device users.
Problem and Solution
Lars Brenk, of TTPCom Limited, is the chairman of the Open Mobile
Alliance (OMA) Games Services Working Group. The mission of the OMA
is to expand the market for the entire mobile industry by removing
the barriers to global user adoption and ensuring seamless
application interoperability, while allowing businesses to compete
through innovation and differentiation. Brenk talks about the
difficulties TTPCom has faced in applying and propagating its Wireless
Graphics Engine without a standardized platform for mobile gaming:
"When we created the engine, we tried to look for standards to make
it as streamlined as possible, so as many people as possible would
be able to use it, but these standards didn't exist," Brenk says.
"There was no standardization in the downloading and in the
interaction between different handsets being used by participating
players." Clearly, a solution was needed.
Enter Java technology. Upwards of 100 million handsets using Java
technology have already been shipped worldwide by major carriers
representing all the main wireless network systems. These carriers
currently offer more than 35 deployments of mobile services based on
Java technology in Asia, Europe, and the United States, with more
than two dozen additional deployments planned or in trials. These
deployments feature Mobile Information Device Profile (MIDP) 1.0, an
operating environment for mobile handsets that provides graphics, a
standard run-time environment, and a security model to protect the
device and the network from viruses. This gets gamers started, and
gaming is already boosting operator revenue worldwide, bringing in
$1 to $8 per download.
The picture is getting even better. The MIDP 2.0 standard was
introduced by Sun in December 2002. Developed by more than 50
wireless industry leaders worldwide, MIDP 2.0 supports new and
enhanced gaming, graphics, video, audio, security, and other
features for mobile devices, including phones and personal digital
assistants. More than 20 manufacturers are building the MIDP 2.0
reference implementation into handsets that will be available late
this year.
MIDP 2.0 allows service providers and manufacturers to quickly and
cost-effectively deliver increased functionality, more robust
applications, and a better user experience with mobile devices using
Java 2 Platform, Micro Edition (J2ME). MIDP 2.0 provides the
foundation for highly graphical and intuitive mobile applications
and brings with it many new features. These include Game API, which
takes advantage of native device graphics capabilities to simplify
development and give greater control over graphics and performance,
providing a standard foundation for building rich games.
Applications that can leverage the new features include multiplayer
arcade games and a karaoke game that streams audio files over a
wireless network.
Developers Onboard
In preparation for the arrival of MIDP 2.0 devices, Sun has just
made available the production release of the J2ME Wireless Toolkit
2.0 (J2ME WTK 2.0),
the first MIDP 2.0 device-emulation environment on the market. J2ME
WTK 2.0 enables developers to start mastering the new functionality
of and developing applications for MIDP 2.0 immediately.
This will help bootstrap the market by making applications and
services available even before MIDP 2.0 devices hit the market. In
fact, the applications may drive demand for the new devices. In
addition to MIDP 2.0, the new toolkit supports two standard
extension APIs—the Wireless Messaging API and the Mobile Media API,
both products of Java Community Process (JCP) services. The new
toolkit can be integrated into Java integrated development
environments (IDEs) from major tool vendors such as Sun's Sun Open
Net Environment (Sun ONE) Studio, Mobile Edition; Borland's JBuilder
with MobileSet; and Metrowerks' CodeWarrior Wireless Studio.
These are tools that developers are already more than familiar with,
and they can easily code, test, debug, and fine-tune their
applications with the help of the J2ME WTK 2.0—all in a single
integrated environment. As device manufacturers make their own MIDP
2.0 device emulators available, they'll be able to easily integrate
their tools with the Java IDEs as well.
According to Gerardo Dada, senior marketing manager for Metrowerks'
managed developer programs, "Developers finally have all of the
pieces of the puzzle in place for doing solid business in the
wireless gaming industry. This new platform will take the technology
to a whole new level. The gaming experience Java technology provides
is favorable to any gaming environment."
Pondering the role of Java technology in wireless handset
advancements, Dada notes that the possibilities for MIDP 2.0 and
mobile gaming are nearly limitless. "Sun is dictating a standard
that will be in use for hundreds of millions of wireless devices,"
he says.
It's a standard that will broaden developers' horizons as mobile
gaming continues its rise. 
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TTPCom and Java
TTPCom's integrated J2ME solution provides an accelerated Java
application environment that's suitable for all handsets and
requires no additional hardware. Users can download, store, and run
third-party applications on their handsets through the company's
Java Application Manager. And TTPCom's Wireless Graphics Engine
delivers a low-level programming interface that provides fast access
for rendering graphics. This functionality can be used to accelerate
graphics handling for any Java technology solution.
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 CodeWarrior Wireless Studio: What Does It Do?
CodeWarrior Wireless Studio:
Enables developers to select and open target virtual
machines for testing, debugging, and coding. These target machines
are emulated alongside the code editor. Users can run multiple
target machines at once to compare applications on different phone
models.
Offers complete support for developing against the J2ME
Connected Limited Device Configuration MIDP. Developers can quickly
create Java applications and services for CLDC/MIDP-enabled wireless
devices.
Provides an open API for plugging in other third-party tools.
Features code completion as well as other advanced
productivity enhancements.
Allows programmers to compare and sync up source code and
text files quickly and easily.
Provides support for Java Message Service (JMS) technology
for wireless devices.
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