TY - BOOK AU - Fox,David AU - Verhovsek,Roman TI - Micro Java game development SN - 0672323427 U1 - 794.8151 PY - 2002/// CY - Boston, Mass. PB - Addison-Wesley KW - Computer games KW - Programming KW - Java (Computer program language) KW - Portable computers N1 - First printing, April 2002; I. Introduction(or Everything I Wanted to Know About Micro Java Gaming But Was Afraid to Ask). 1. Small Devices. 2. The Mobile World. 3. Big Games, Small Screens. - Pt. II. Before, Between, and Beyond J2ME. 4. Wireless Standards: How Data Goes To and Fro. 5. Let's Ralk: Instant Wireless Messaging. 6. Wireless in Asia: I-Mode and cHTML. 7. The Wireless Landscape. - Pt. III. The Java 2. Micro Edition. 8. J2ME Overview. 9. Creating a MIDlet. 10. Making the Most of Limited Resources. 11. Making the Most of It: Optimizations. 12. Multithreaded Game Programming. - Pt. IV. Let the Games Begin. 13. High-level Graphical User Interfaces. 14. Working with Graphics: Low-Level Graphical User Interfaces. 15. Entering the Land of Sprites. 16. Managing Your Sprites. 17. Sprite Movement. 18. J2ME Audio Basics. 19. Be Persistent: MIDP Data Storage. 20. Connecting Out: Wireless Networking. - Pt. V. J2ME Extensions. 21. Personaljava, Connected Device Configuration, and Other Micro Java Blends. 22. JAppli: Micro Java with a Twist. 23. Siemens Game API. - Pt. VI. Micro Racer. 24. Micro Racer: Putting it all Together- Pt. VII. Appendixes A. Low-Level GUI Classes. B. MIDP i.i. C. Siemens Game Api. D. The iAppli API. - Index ER -