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Resource Guide

Creating Games using J2ME

Creating Tic Tac Toe

Tic Tac Toe MIDlet running on the Motorola i85s

So let's create a quick and dirty Tic Tac Toe MIDlet would create a form and add it to the display using Display's setCurrent() method.

Our TicTacToe game will consist of a 3x3 array of characters. Each square in the grid will be assigned a number, corresponding to the position on the phone's keypad. When you hit a number, you put either an X or an O in the array, depending on whose turn it is. So we won't even use any graphics. We'll simply use the Canvas to draw the array, as a few rows of Strings. The game continues as so until somebody wins. [Code Listing: Tic Tac Toe]

If all goes well, you'll wind up with a fresh, happy TicTacToe.class file. To test the application out, Sun has been kind enough to release a nice emulator. Just hit the Build button in the Wireless Toolkit. This will create the necessary Java classes. Your classes
will also be automatically preverified and packaged into JAR and JAD files.

You can now hit the Run button. You can choose which Device you want to emulate by playing with the Device pull-down menu.

If you happen to actually own an i85s phone, you can plug it into your PC and use the phone's linking software to install the MIDlet directly (the JAR and the JAD file in the \J2mewtk\apps\TicTacToe directory) into the phone's memory. This is similar to the way you might install an application on the Palm Pilot.

In the very near future, Motorola and other mobile phone manufacturers may make it easy for users to download MIDlets right to their phones, on demand.


Of course the real fun of having an application on a mobile phone is networking. The mobile games that are most likely to be successful will involve lots of multiplayer ability, bringing players together in ways that nobody has ever experienced before.

The MIDP specification makes it extremely easy to pass data back and forth. Many phones support Datagrams, though they are not guaranteed to work on every device. The most common and easy method of MIDP network communication, of course, is using HTTP.
Every Motorola i85s phone, for example, has its own static IP address. Having one phone communicate with another is only a matter of simple peer-to-peer networking.

In addition, the phone can connect to any outside server machine. This server can be used as a gateway for pretty much any type of game traffic or other network communication imaginable. For instance, a gateway can be set up to access an entire database of sports scores, and then stream only the latest requested scores to a MIDlet.

To connect to a server, simply have the MIDlet use the Connector class:

Datagram dgram = dc.newDatagram(message, msglength,

The remote "server" could, of course, be another device. Just create an endless loop that listens to a port and waits for some data:

DatagramConnection dc = ( DatagramConnection)
while (true)
     dgram = dc.newDatagram(dc.getMaximumLength());
     reply = new String(dgram.getData(), 0,dgram.getLength());

Since the Datagram protocol is standard, one could write a dastardly-simple server component in Java Standard Edition (or any other language), running on any PC. For instance:

DatagramSocket receiveSocket = null;
DatagramPacket receivePacket = new DatagramPacket(bytesReceived, bytesReceived.length);

A simple game can be written with relative ease. For instance, is a MIDlet that allows a user to pick a number between 0 and 9. It then sends this number to a server (at a fictitious machine with the host name of Note that for the sake of testing, it's a good idea to set the server to 'localhost' - that way you can run the server and the client from the comfort of your desktop machine. [Code Listing: Number Picker]

Running on the machine is, which simply sits there and waits for a message on port 9000. If the number is 4, then the server sends back a simple one-byte "Y" message. Otherwise it sends back an "N". [Code Listing: Number Server]

Maybe not as compelling a game as Unreal or Quake III, but it's a start.

Final Tips

As you go forth into the world coding games more complicated and sophisticated than TicTacToe and NumberPick, be sure to remember that every byte counts! It's exceptionally easy to run out of memory on these phones.

Try to avoid Hashtables and Vectors, and recycle any objects you no longer need. For example, instead of creating two buttons on two separate screens, try to merely change the label on an existing button.

Also, avoid using costly operations like string concatenations. Use a StringBuffer instead. As for interface design, remember your audience and the limitation of the device. Use few, large, simple components that require as few keypad presses as possible.

While your application is running, you can sniff out the memory using: Runtime.getRuntime().freeMemory()and Runtime.getRuntime().totalMemory()

Remember to strategically garbage collect whenever resources fall too low using:

Since the MIDlet classes only contain a basic set of graphic user interface controls, you might want to opt for a better library.

A site called Trantor in Germany offers a package known as kAWT. This is a lightweight version of Java's AWT specially tailored for J2ME. There are versions for the Palm, as well as for MIDP. It allows your MIDlets to use standard Java widgets such as Panels and Containers and makes the MIDlet code truly upwardly compatible with applets. The only caveat is that kAWT will suck away an additional 27K or so of memory.

Finally, I highly recommend you use a code packer or obfuscator to compress your bytecode as much as possible. A good obfuscator such as IBM's jax can make your final application as much as 30 percent smaller!


More info about J2ME:

More info about the MIDP specifically:

For some great tutorials and sample programs, check out:

The Java Mobile site has lots of articles, tips, and sampleapplications:

The Micro Java Network has all sorts of great articles and forums. Here are the games:

Visit Bill Day's J2ME Archive with tons of sample applications, links to IDEs and SDKs, and anything else J2ME related. There is also lots of source code:


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