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Rating:  Summary: Early to market but a great practical tutorial Review: As one of many people now moving their programming to the wireless world of Java 2 Micro Edition, I found this book to be excellent. It contains numerous, real world examples - from getting simple text off a server, right through to reasonably complex game design and even sprite manipulation. In fact I'm sure many of the applications in this book will be converted into real world code by cut and paste coders! The book does require some limited knowledge of Java2 but I was at home very quickly. With plenty of exercises, and a CD of all the source and latest Sun Forte/SDK I was delighted with my purchase. Perfect if you're targeting Motorola cellphones or Palm development (note though doesn't cover the new Nokia J2ME SDK)
Rating:  Summary: Expect a well written J2ME tutorial! Review: Bad news first: This book has a few typographical errors in the explanatory texts but none in the source code listings. It also has a few misplaced words reversing the meaning of what the author intended to say. But if you're a beginning Java programmer and understands basic code optimization, you'll find yourself correcting the texts with a note on the margins. Example: on page 273, "... it takes longer for MIDlet code to access local variables than ... member variables..." The "local" and "member" words should be interchanged. I had to re-read Chapter 17 "Creating Animated MIDlets" because the author uses a different Sprite / Sprite Management classes that I'm used to (I write my own). Chapter 19 is probably the most difficult chapter to read because it uses artificial algorithms without fully explaining them (in fairness to the author, he did mention the names of the original algorithm developers, the general term of the algorithm and one possible source for AI research). The author could have used this chapter to create a multiplayer game (as a perfect combination of his prevous game programming chapters and networking-I/O chapters). Example: A two-player first person turn-based boxing game could have been a good tutorial. Also, the last two chapters were not necessary. He could have put them in appendices. The space could have been used too for more complicated examples. Good news: Nevertheless, Chapters 1 to 16 were an excellent J2ME tutorial altogeter. The author wrote very clearly and he reinforces previous lessons implicitly. As this is not a game programming book and despite the minor issues above, this books served its purpose of teaching me J2ME in 5 days (not 21 sorry).
Rating:  Summary: Expect a well written J2ME tutorial! Review: Bad news first: This book has a few typographical errors in the explanatory texts but none in the source code listings. It also has a few misplaced words reversing the meaning of what the author intended to say. But if you're a beginning Java programmer and understands basic code optimization, you'll find yourself correcting the texts with a note on the margins. Example: on page 273, "... it takes longer for MIDlet code to access local variables than ... member variables..." The "local" and "member" words should be interchanged. I had to re-read Chapter 17 "Creating Animated MIDlets" because the author uses a different Sprite / Sprite Management classes that I'm used to (I write my own). Chapter 19 is probably the most difficult chapter to read because it uses artificial algorithms without fully explaining them (in fairness to the author, he did mention the names of the original algorithm developers, the general term of the algorithm and one possible source for AI research). The author could have used this chapter to create a multiplayer game (as a perfect combination of his prevous game programming chapters and networking-I/O chapters). Example: A two-player first person turn-based boxing game could have been a good tutorial. Also, the last two chapters were not necessary. He could have put them in appendices. The space could have been used too for more complicated examples. Good news: Nevertheless, Chapters 1 to 16 were an excellent J2ME tutorial altogeter. The author wrote very clearly and he reinforces previous lessons implicitly. As this is not a game programming book and despite the minor issues above, this books served its purpose of teaching me J2ME in 5 days (not 21 sorry).
Rating:  Summary: Very good book! Review: I knew a little bit of Java, and I found this book very good. J2ME is explained pretty good, and the examples are easy to follow. I have developed several applications that I use after reading this book.
If there is anything that is missing in this book, it would probably be an Appendix with a better description of the different APIs.
It is a very good book for anyone that wants to learn J2ME, but might be a little boring if you already have J2ME experience. However, if you buy a "Teach Yourself .... in 21 days" book, you are probably not an experienced programmer in the language anyway.
Rating:  Summary: Sweet little intro Review: Very good tutorial text ... with a nice hands-on approach and a working example on every chapter. Strongly recommended as your first book on J2ME. Simple graphical interfaces, persistent storage, connecting to the internet, personal information management..and even a few chapters on game development, which is great since , honestly speaking, is there any of us who wants to use Java on cell phones to make boring contact managment programs?
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